Pixel Graphics Engine - Introduction

So, I was wondering about making a very basic graphics engine… So I made one! The project is called Pixel Graphics Engine. Pixel Graphics Engine is a Processing-based pixel art animation framework. It allows you to create, animate, and interact with pixel-based sprites on a customizable grid. The engine supports sprite movement, collision detection, animation, and various background effects, making it suitable for pixel art experiments and basic game development.

How do you start working?

  • Clone the Pixel Graphics Engine repository, or download a release ZIP.

  • Rename the project to whatever you prefer.

  • Open the project in Processing.

  • Edit the code and run.

There’s already placeholder functions provided for ease of development. You can simply replace the dummy code with your own.

Development Structure

  • Add Sprites: Modify CreateSprites() in contents.pde

  • Custom Patterns: Create new Pattern objects for different shapes/animations.

  • Logic: Add game or animation logic in PerformLogic

Main Components

  1. Pixel Grid

  • Resolution: Set via pixel_res (PVector(x, y))

  • Pixel Size: Set via pixel_size (PVector(x, y))

  • Offset: Set via pixel_offset (PVector(x, y))

  1. Sprites

Defined in contents.pde Created using the Sprite class (driver.pde) Example: Five ball sprites with random colours and movement

  1. Driver

Manages pixel updates, rendering, and sprite interactions See Driver

  1. Animation & Patterns

Sprites use Pattern objects for animation frames Supports rotation, flipping, and key frame control

  1. Custom Logic

Add per-frame behaviours in PerformLogic

Make sure to mention the Pixel Graph Engine when sharing things you made with it. Happy coding!

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Written by

Asanka Akash Sovis
Asanka Akash Sovis

I'm a dedicated software engineer with a passion for bringing hardware and software together to create robust and efficient solutions. I thrive on optimizing performance, managing power consumption, and ensuring the reliability of devices from concept to deployment. 🦊