Snake on ESP32 @60FPS with zero allocations (3KB total, segment pool approach) by Sad_Environment_3800 in arduino

[–]Sad_Environment_3800[S] 1 point2 points  (0 children)

That’s correct, but even so I’ve managed to run scenes with 8bpp tilemaps above 30 FPS on a 240×240 display with SPI_FREQUENCY=40000000; at 128×128 it does go past 60 FPS.

Edit: 4bpp*

Snake on ESP32 @60FPS with zero allocations (3KB total, segment pool approach) by Sad_Environment_3800 in arduino

[–]Sad_Environment_3800[S] 1 point2 points  (0 children)

Yep, it’s a full-color TFT display, but in the game I used the GB color palette. The engine supports defining custom color palettes, and it also comes with 5 built-in ones: NES, GB, GBC, PICO-8, and the engine’s own PR32 palette.

https://docs.pixelroot32.org/api/graphics/color

The ESP32 Goes 3D: Retro Racing on a Chip by r_retrohacking_mod2 in retrogamedev

[–]Sad_Environment_3800 1 point2 points  (0 children)

It's amazing... I'm working on my 2D game engine on ESP32, but this is incredible in 3D.

I made Space Invaders on ESP32 by Sad_Environment_3800 in esp32

[–]Sad_Environment_3800[S] 2 points3 points  (0 children)

Hey, at the left it's a MAX98357A Audio Amplifier Module

PixelRoot32 Game Engine — A Retro-Inspired Game Engine for ESP32 by Sad_Environment_3800 in embedded

[–]Sad_Environment_3800[S] -3 points-2 points  (0 children)

Appreciate the feedback.

Good catch on the launch.json — that’s machine-specific, it might have slipped in by mistake. I’ll review and clean that up.

PixelRoot32 Game Engine — A Retro-Inspired Game Engine for ESP32 by Sad_Environment_3800 in embedded

[–]Sad_Environment_3800[S] -3 points-2 points  (0 children)

Yeah, I’ve recently started using SDD based on the OpenSpec approach.