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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
--- 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
--- 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
--- 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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