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Gondwana

MICHAEL LEE ADKINS v0.1.1

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Build, debug, and understand games made with the Gondwana C#/.NET game engine. The plugin uses Gondwana-specific workflows and read-only access to the current official repository, tests, demos, templates, and wiki so answers and generated code can be grounded in the engine's current public APIs.

Language: English · Automatically detected from descriptions.

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Plugin package8 files · 5.17 KBBrowse files →
Skill instructions
create-gondwana-game3.99 KB

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---
name: create-gondwana-game
description: Builds or extends games, demos, samples, and gameplay features with the Gondwana C#/.NET game engine. Use when the user asks to make, create, scaffold, implement, port, or add a game or game mechanic with Gondwana, including requests such as "make Pong with Gondwana", "create a platformer", or "add particles/collisions/input to my Gondwana game".
---

# Create a Gondwana Game

Use this skill for game-facing implementation with Gondwana.

The goal is not merely to produce plausible C# game code. Produce code that matches the **current Gondwana public API and intended architecture**.

## Establish authoritative context

Before substantial implementation:

1. If the Gondwana MCP tools are available, call `get_repository_info`.
2. Read `AGENTS.md` from the current public/default Gondwana source unless the user explicitly names another ref.
3. Read `docs/ai/README.md`.
4. Inspect `Tooling/Gondwana.Templates/` for current project/startup conventions.
5. Identify and inspect the closest current demo in `Demos/`.
6. Search/read the source for the public types the implementation will use.
7. Search/read the relevant wiki pages for the intended mental model.

Do not invent an API because a similarly named method would be conventional in another game engine.

If live Gondwana repository access is unavailable, say that exact API verification is unavailable before relying on uncertain signatures.

## Choose the closest existing path

Prefer the nearest working Gondwana example:

- Windows/WinForms game startup: inspect the current WinForms template and Windows demos.
- Avalonia desktop: inspect current Avalonia hosting/examples.
- Blazor/WebAssembly: inspect the current Blazor hosting/examples.
- Platforming/collision gameplay: inspect `Demos/Gondwana.Platformer/`.
- Ship movement/rotation/combat/HUD patterns: inspect `Demos/Gondwana.SpaceDuel/`.
- Particles: inspect `Demos/Gondwana.ParticleTest/`.
- Coordinate systems/projections: inspect `Demos/Gondwana.CoordinateTest/`.
- Small game structure: inspect current compact demos such as `Demos/Gondwana.Flappy/`.
- Widgets: inspect `Gondwana.Widgets/` and `Demos/WidgetsTest/`.

Do not copy a stale demo pattern without checking the engine API it calls.

## Implementation rules

- Use public Gondwana APIs in game code.
- Keep game-specific behavior in the game project.
- Add core-engine behavior only when the requested capability genuinely belongs in Gondwana.
- Preserve the code-first model; do not introduce an editor-owned workflow.
- Respect package boundaries between core, hosting, widgets, adapters, optional packages, tooling, and demos.
- Treat world, layer/grid, and screen coordinates as distinct spaces.
- Account for the intentionally different bitmap and GPU rendering paths when rendering/invalidation is relevant.
- Prefer straightforward sample code over abstraction created only to reduce a few repeated lines.

When the request reveals a missing engine capability, separate the proposed engine change from the game/demo code so the user can evaluate the architectural addition explicitly.

## Deliverables

For implementation requests, provide the smallest useful artifact that matches the user's workflow:

- focused code snippets for small changes,
- complete files for small self-contained examples,
- an apply-ready patch when modifying an existing repository,
- project boilerplate when creating a new game.

Include tests when changing reusable engine behavior. Demo-only gameplay does not need to become a core test unless it exposes a reusable regression.

## Verification

Before claiming an implementation is correct:

1. verify the exact public types/members used,
2. check relevant tests,
3. check the closest demo/template,
4. account for lifecycle/ownership implications,
5. build/test when the environment permits it.

If verification cannot be performed, state what remains unverified rather than presenting guessed API usage as current Gondwana code.

Referenced files: 1

debug-gondwana-game3.32 KB

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---
name: debug-gondwana-game
description: Diagnoses and fixes Gondwana game, integration, and engine behavior using current source, tests, demos, and documentation. Use when the user reports a bug, failing test, rendering/input/collision/movement issue, unexpected lifecycle behavior, compilation problem, regression, or asks why Gondwana code is not behaving as expected.
---

# Debug a Gondwana Game

Use this skill to diagnose Gondwana behavior before proposing a fix.

The central question is: **which layer actually owns the problem?**

## Establish current behavior

For a nontrivial problem:

1. If the Gondwana MCP tools are available, call `get_repository_info`.
2. Read `AGENTS.md` and `docs/ai/README.md`.
3. Inspect the source named by the user or implicated by the symptom.
4. Follow direct collaborators and lifecycle/ownership relationships.
5. Search `Testing/Gondwana.Tests/` for the affected type or behavior.
6. Inspect the closest current demo when the symptom is game-facing.
7. Consult the relevant wiki page after understanding current code.

Treat current source and tests as authoritative for current behavior. Use the wiki to understand intended design.

## Classify the problem

Explicitly determine whether the defect is primarily in:

- the user's game code,
- demo/sample code,
- a public Gondwana API,
- engine internals,
- a platform adapter,
- hosting/lifecycle integration,
- widgets/input routing,
- tooling/assets,
- documentation that has drifted from current code.

Do not change engine internals merely to make incorrect game usage appear to work.

## Trace the relevant implications

Investigate only the cross-cutting areas that matter to the symptom, including:

- initialization and attachment order,
- engine-cycle versus frame-render timing,
- event ordering,
- world/layer/grid/screen coordinate conversion,
- camera/view/viewport ownership,
- dirty-region invalidation,
- GPU full-viewport rendering,
- collider registration and collision profile/mask resolution,
- animation/frame-derived state,
- serialization/deserialization,
- caching/copying,
- input polling, widget focus/capture, and hit testing,
- dispatcher/thread affinity,
- native/platform presentation,
- disposal and resource ownership.

Do not shotgun-edit all of these. Use the checklist to avoid missing a relevant coupling.

## Fix discipline

Prefer the smallest fix that restores the intended contract.

- Preserve public behavior unless the task intentionally changes it.
- Keep platform-specific fixes in the appropriate adapter/hosting package.
- Do not force bitmap and GPU paths into artificial symmetry.
- Avoid unrelated cleanup while fixing a regression.
- Add a focused regression test when engine behavior changes.
- Preserve an existing test unless the requested contract intentionally supersedes it.
- If the documentation is stale but code/tests are correct, fix or flag the documentation rather than regressing the implementation.

## Explain the diagnosis

When reporting a fix, distinguish:

1. **Observed behavior**
2. **Root cause**
3. **Why the proposed change belongs in this layer**
4. **Other implications checked**
5. **Regression coverage**
6. **Anything still unverified**

For a patch request, generate an apply-ready focused patch instead of a prose-only list of edits.

Referenced files: 1

explain-gondwana-api2.65 KB

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---
name: explain-gondwana-api
description: Explains Gondwana APIs, architecture, concepts, and current engine behavior using the official wiki plus live source and tests. Use when the user asks how Gondwana works, what a type/property/subsystem does, why the engine is designed a certain way, how two Gondwana concepts differ, or whether a documented capability exists today.
---

# Explain a Gondwana API or Concept

Use this skill for accurate explanations of Gondwana rather than implementation-first work.

## Use the right source for the question

Gondwana deliberately has different sources of truth for different questions.

Use the **wiki** first for:

- mental models,
- terminology,
- architecture,
- normal game-developer workflows,
- coordinate-space explanations,
- subsystem overviews.

Use **current source and tests** to verify:

- exact APIs and signatures,
- current implementation order,
- ownership,
- inheritance/copy/cache behavior,
- current regression guarantees,
- whether a feature actually exists on the current branch.

Use demos/templates to show how current public APIs are composed in real game code.

Do not treat `ROADMAP.md`, an open issue, old changelog text, or historical documentation as proof that a feature is implemented.

## Workflow

1. If the Gondwana MCP tools are available, call `get_repository_info` for source-sensitive questions.
2. Read/search the relevant wiki topic.
3. Search/read the defining source files for exact implementation claims.
4. Search relevant tests when behavior or ordering matters.
5. Inspect a current demo/template when a usage example would improve the answer.
6. Reconcile the sources using the precedence in `AGENTS.md`.

If documentation and current implementation disagree, say so plainly and identify which describes current behavior.

## Answer style

Start with the conceptual answer, then add implementation detail only as needed.

For code-facing explanations:

- name the relevant Gondwana types,
- distinguish public API from internals,
- identify coordinate space when relevant,
- identify lifecycle/update/render stage when relevant,
- cite or name the relevant source paths and wiki pages when the host supports citations.

Avoid explaining Gondwana by analogy to Unity, Godot, ECS engines, or generic game-engine conventions when Gondwana's own architecture answers the question directly.

## Roadmap versus current behavior

When a question concerns planned work, label it clearly:

- **Implemented now**
- **Partially implemented**
- **Planned**
- **Exploratory/design discussion**

Never silently upgrade planned behavior into a current guarantee.

Referenced files: 1

Package details

Publisher declarations from the archived package. These are separate from our research and the live service's terms.

Package author
MICHAEL LEE ADKINS

Package observed Sep 30, 2026.

Technical details
First seen
Sep 30, 2026 · 22:02 UTC
Last seen
Oct 2, 2026 · 00:00 UTC
Collection status
Collected

plugin_asdk_app_6a8f76cbcd248191a28416c8231a626b

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