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Isthimius edited this page Jun 22, 2026 · 1 revision

DirectDrawing is Gondwana’s system for drawables that are not just tiles in a layer grid.

This includes things like:

  • images
  • rectangles
  • text
  • particles
  • overlays attached to a view
  • world-space decorative or debug elements

Two important modes

A direct drawing can be associated with:

  • a SceneLayer — world-space drawing
  • a View — screen-space overlay drawing

That distinction is extremely useful.

Layer-bound direct drawings behave like scene content. View-bound direct drawings behave like HUD or overlay content.


DirectDrawingManager

All direct drawings are centrally managed by DirectDrawingManager, which:

  • auto-registers drawings
  • updates them each frame
  • filters them by layer or view
  • sorts them deterministically by ZOrder and name

Why it exists

Not everything in a game world is best represented as a tile or sprite. DirectDrawing is the escape hatch that is still engine-native.


Mental model

If sprites are “engine-managed world actors,” direct drawings are “engine-managed custom visuals.”


Where to read next

  • Gondwana/Drawing/Direct/DirectDrawingManager.cs
  • Gondwana/Drawing/Direct/*

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