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()
incontents.pde
Custom Patterns: Create new Pattern objects for different shapes/animations.
Logic: Add game or animation logic in
PerformLogic
Main Components
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))
Sprites
Defined in contents.pde
Created using the Sprite class (driver.pde
) Example: Five ball sprites with random colours and movement
Driver
Manages pixel updates, rendering, and sprite interactions See Driver
Animation & Patterns
Sprites use Pattern objects for animation frames Supports rotation, flipping, and key frame control
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. 🦊