Expand description
§pixel8-runtime
The engine room of Pixel8, the fantasy console: the 128x128 indexed framebuffer and software rasterizer, the built-in pixel font and fixed 16-color palette, the wasmi-based cart sandbox and host ABI, the 4-channel chip-tune synthesizer, the shared asset data models, project storage, and the PNG cartridge format.
This crate is windowing- and GPU-agnostic: it renders into a byte
buffer and is fully testable headless. The pixel8 console binary puts it on screen
with winit + wgpu; carts talk to it through the pixel8 SDK crate.
Modules§
- assets
- Shared asset data models: sprite sheet, map, SFX, music, metadata.
- audio
- Audio runtime: a 4-channel chip-tune synthesizer.
- cart
- The PNG cartridge format.
- clipboard
- Pixel8’s clipboard data model and paste appliers, plus the native JSON clipboard codec.
- fb
- The 128x128 indexed-color framebuffer and software drawing primitives.
- font
- Pixel8’s built-in pixel font.
- input
- Game controller state: the classic 6-button pad.
- palette
- The fixed 16-color Pixel8 palette.
- pico8
- Importing PICO-8 cartridge assets.
- project
- On-disk project layout used while developing a cart.
- storage
- Persistent key-value cart storage: the save file.
- ui
- Fantasy-console UI primitives.
- vm
- WASM game execution: sandbox, host ABI, and lifecycle calls.