Guide
User guides and how-to documentation for PixelRoot32 Game Engine.
Getting Started
- Getting Started — Install, first project, game loop overview
- Game Loop — Phases, delta time, lifecycle diagrams
- Music Player Guide - Complete guide for the NES-style audio system
- Extending PixelRoot32 - Creating custom drivers and extending the engine
- Gameplay Guidelines - Best practices for game development
- Entities & scene tutorial - Didactic
Entitywalkthrough (not a bundledexamples/folder)
Game development topics
- Core concepts — Terminology and mental model
- Scenes — Scene lifecycle, stacking, transitions
- Entities & actors — Patterns for gameplay objects
- Rendering — Sprites, layers, camera-oriented drawing
- Input —
InputManager, touch pipeline, calibration - Physics — Collisions, actors, tile helpers
- Audio — Channels, SFX, and music overview
- UI system — Layouts, widgets, HUDs
Advanced
- Memory — Pools, arenas, embedded constraints
- Performance — Hot paths, memory, build profiles, resolution scaling
- Graphics Techniques — Tilemaps, palettes, indexed color
- Platform Compatibility —
platformio.ini, feature flags
Contributing & tooling
- Testing — Unity,
native_test, coverage, CI
Standards & compatibility
- Coding style — C++ conventions, namespaces, naming
- Coding Style — C++ conventions, namespaces, naming
- Graphics guidelines — Sprites, tilemaps, palettes (pipeline: Rendering)
- UI guidelines — Layout patterns (architecture: UI system)
- Platform compatibility — Hardware matrix, ESP32 variants
- Performance — ESP32 hot paths, build profiles
Tools & samples
- Tools (sprite compiler, tilemap editor docs) - Workflow documentation shipped with the engine
- Example projects catalog - PlatformIO samples under
examples/
Navigation
- Architecture - System architecture and design
- API Reference - Complete API documentation
- Workflow tools - Sprite compiler and tilemap editor documentation
- Migration - Version upgrade guides
- Philosophy - Engine design philosophy
