Current version: 0.14.0
See the 0.14.0 release notes for faster CPU drawing, native Linux presentation, reduced per-frame platform overhead, and improved GPU texture and primitive batching.
MiniPixels is a pixel-oriented 2D game engine prototype for MiniLang. It uses MiniLang Compiler 1.2.7 or newer and builds native Windows x64 PE and Linux x64 ELF executables.
MiniPixels focuses on a small but working 2D engine slice: native Win32 and X11 windows, fixed/native/scaled framebuffers, OpenGL/WGL, GDI and XImage presentation, an optional batched Windows GPU scene canvas, configurable keyboard/mouse actions, sprites and rotated render targets, signed and optionally encrypted asset packs, localized text and generated game data, scene stacks, swept tile collision, bitmap text, multi-voice WAV/MP3 audio through waveOut or ALSA, headless tests, and example projects.
Browse the committed MiniDoc API reference, or
open docs/api/html/index.html locally for the searchable offline site. Source
files use //! file documentation and /// declaration comments with
structured @param and @returns contracts.
Regenerate both formats, or validate the source documentation without writing output:
pwsh .\tools\generate_minidoc.ps1
pwsh .\tools\generate_minidoc.ps1 -CheckThe strict minidoc.toml configuration treats documentation
diagnostics as failures.
- Windows x64 or Linux x64 with glibc, X11 (
libX11.so.6) and ALSA (libasound.so.2) - MiniLang Compiler 1.2.7 or newer in a sibling checkout; lazy MPX I/O uses
std.io.fileand protected builds usestd.crypto.ecdsa_p256 - Python 3.11 or newer for the MiniPixels CLI and compiler project cache
- The Python packages in
requirements.txtfor protected builds and WAV-to-MP3 asset transcoding - Visual Studio C++ Build Tools on Windows, or GCC on Linux, for the small native audio/asset/presentation bridge
Expected sibling layout during local development:
MiniLangCompilerPy/
MiniPixels/
Install the build dependencies once before packing protected assets or WAV audio:
python -m pip install -r requirements.txtThe normal build and run commands also build and copy the target-specific native runtime automatically. It provides MP3 and zlib/Deflate decoding on both targets and accelerated XImage color conversion/scaling on Linux. On its first build, the helper downloads checksum-verified dr_mp3 and stb_image single-header sources at pinned revisions and caches them under build/native-audio.
Build and run the Moving Sprite example:
cd MiniPixels
python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyBuild without running:
python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyOn Linux, the CLI selects linux-x64 automatically. Cross-compile the same ELF output from Windows by passing the target explicitly:
python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py --target linux-x64python3 tools/minipixels.py run examples/moving-sprite/minipixels.json --compiler ../MiniLangCompilerPy/mlc_win64.py
python3 tests/run_tests.py --target linux-x64
python3 tools/build_examples.py --target linux-x64The current self-hosted compiler is accepted directly as well, for example --compiler ..\MiniLangCompilerML\build\mlc_win64.exe.
Build the native MiniLang CLI:
python ..\MiniLangCompilerPy\mlc_win64.py tools\minipixels_cli.ml build\tools\minipixels.exe -I src -I ..\MiniLangCompilerPy
build\tools\minipixels.exe info
build\tools\minipixels.exe validate examples\moving-sprite\minipixels.json
build\tools\minipixels.exe info examples\moving-sprite\minipixels.json
build\tools\minipixels.exe generate examples\pixel-effects\minipixels.json
build\tools\minipixels.exe generate examples\jump-and-run\minipixels.json examples\jump-and-run\build\generated\generated
build\tools\minipixels.exe new my-game platformerOn Linux, add --target linux-x64 to the compiler command and omit the .exe suffix:
python3 ../MiniLangCompilerPy/mlc_win64.py tools/minipixels_cli.ml build/tools/minipixels -I src -I ../MiniLangCompilerPy --target linux-x64
build/tools/minipixels infoThe native CLI provides info, doctor, validate, generate, and new. Native generate writes an unprotected deterministic assets.mpx, importable generated.assets and generated.levels modules, and image/procedural/audio/file/text/data helpers. Protected packs and generated constants use the Python project driver, which also launches the compiler and packages the SDK.
Tooling split:
| Task | Native MiniLang CLI | Python CLI |
|---|---|---|
| Create a project | new |
new |
| Inspect/validate manifests | info, doctor, validate |
info, doctor, validate |
Generate generated.assets |
image/procedural/audio/file/text/data helpers backed by unprotected assets.mpx |
all runtime helpers, localization, protection module, and constants |
Generate generated.levels |
MiniPixels levels.json and Tiled JSON/TMJ |
MiniPixels levels.json and Tiled JSON/TMJ |
| Create runtime assets | deterministic MPX1 | MPX1 or signed/encrypted, random-access MPX3 plus build reports |
| Build/run/package | Not yet | build, run, package, pack |
Run tests:
python tests\run_tests.pyOptional window renderer smoke test:
python ..\MiniLangCompilerPy\mlc_win64.py tests\window_renderer_smoke.ml build\tests\window_renderer_smoke.exe -I src -I ..\MiniLangCompilerPy
build\tests\window_renderer_smoke.exeThe regular opengl renderer keeps the portable CPU canvas and accelerates upload,
scaling, and presentation. Windows builds can additionally opt into the experimental
batched scene canvas in minipixels.graphics.gpu; this renders sprites and primitives
directly into an OpenGL framebuffer. It currently supports CPU images/canvases as
texture sources, explicit texture invalidation, resizing, readback, and optional point
lights. Linux keeps a compile-safe unsupported fallback.
Build the optional runtime next to the game executable before running it:
pwsh .\native\build-gpu.ps1 -OutputDirectory .\build\my-gameOpen a window with the opengl renderer, call gpu.create, then wrap scene drawing in
gpu.begin(window) / gpu.finish(window) and call the normal platform present once.
Call gpu.shutdown() before closing the window. This API is intentionally separate
from the stable CPU Canvas: rotated sprites, canvas-to-canvas GPU sources, and Linux
GPU scene rendering are not implemented yet.
Optional CPU-canvas, sprite, and presenter benchmarks:
python ..\MiniLangCompilerPy\mlc_win64.py benchmarks\canvas_bench.ml build\benchmarks\canvas_bench.exe -I src -I ..\MiniLangCompilerPy
python ..\MiniLangCompilerPy\mlc_win64.py benchmarks\sprite_bench.ml build\benchmarks\sprite_bench.exe -I src -I ..\MiniLangCompilerPy
python ..\MiniLangCompilerPy\mlc_win64.py benchmarks\renderer_bench.ml build\benchmarks\renderer_bench.exe -I src -I ..\MiniLangCompilerPy
python ..\MiniLangCompilerPy\mlc_win64.py benchmarks\asset_loading_bench.ml build\benchmarks\asset_loading_bench.exe -I src -I ..\MiniLangCompilerPy
build\benchmarks\canvas_bench.exe
build\benchmarks\sprite_bench.exe
build\benchmarks\renderer_bench.exeBuild all examples:
python tools\build_examples.pyCreate the SDK bundle:
python tools\package_sdk.pyimport minipixels as mp
x = 40
y = 40
function update(game, dt)
global x, y
if game.input.left then x = x - (90 * dt) end if
if game.input.right then x = x + (90 * dt) end if
if game.input.up then y = y - (90 * dt) end if
if game.input.down then y = y + (90 * dt) end if
end function
function render(game, canvas)
canvas.clear(mp.rgb(20, 20, 30))
canvas.fillRect(x, y, 16, 16, mp.rgb(255, 128, 0))
end function
function main(args)
cfg = mp.createConfig("MiniPixels Game", 320, 180, 4)
mp.useGpuRenderer(cfg)
return mp.run(cfg, void, update, render, void)
end functioncreateConfig uses renderer = "auto" by default. On Windows that tries the OpenGL/WGL presenter first and falls back to GDI. Linux uses the X11/XImage CPU presenter; a requested GPU renderer reports opengl-unavailable-linux as its fallback reason. Use mp.useCpuRenderer(cfg) to request the native CPU path explicitly.
Presentation scaling can be selected per game:
mp.useStretchScale(cfg) # fill the whole window
mp.useFitScale(cfg) # keep aspect ratio
mp.useIntegerScale(cfg) # pixel-perfect integer scaling
mp.setSmoothing(cfg, false)The framebuffer itself can now be fixed, native, or dynamically scaled with the window:
cfg = mp.createConfig("MiniPixels Game", 320, 180, 4)
mp.useFixedRenderResolution(cfg, 640, 360) # arbitrary fixed framebuffer
mp.useNativeRenderResolution(cfg) # one render pixel per client pixel
mp.useScaledRenderResolution(cfg, 0.75) # 75% of native width and height
mp.setMaxRenderPixels(cfg, 2073600) # optional allocation guard
mp.setDesignResolution(cfg, 320, 180) # optional coordinate referencegame.renderWidth, game.renderHeight, game.renderScaleX, and game.renderScaleY expose the active values. game.resolutionChanged is true for the update/render frame following a framebuffer resize. Drawing remains pixel-based; use mp.designToRenderX/Y and mp.renderToDesignX/Y when game logic uses a separate design coordinate system.
For higher FPS, start with the OpenGL renderer and a scaled framebuffer such as 0.5 or 0.75; reducing each dimension to 75% reduces framebuffer work to roughly 56%. Use mp.setMaxFps(cfg, 0) only when genuinely uncapped rendering is useful. A native 4K CPU framebuffer is substantially more expensive than a fixed or scaled render target.
game/
minipixels.json
src/
main.ml
assets/
player.png
Example project file:
{
"name": "moving-sprite",
"main": "src/main.ml",
"window": {
"title": "MiniPixels Moving Sprite",
"width": 320,
"height": 180,
"scale": 4
},
"assets": [
{
"id": "player",
"type": "image",
"path": "assets/player.png",
"sheet": {
"frameWidth": 32,
"frameHeight": 32,
"spacing": 0,
"margin": 0
}
},
{
"id": "jumpSound",
"type": "audio",
"path": "assets/audio/jump.wav"
}
]
}python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyDemonstrates a PNG sprite, keyboard movement, pixel snapping, FPS in the window title, and framebuffer scaling.
python tools\minipixels.py run examples\scrolling-world\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyDemonstrates tilemaps, camera scrolling, simple platform collision, world-edge clamping, parallax bands, and jump movement.
python tools\minipixels.py run examples\jump-and-run\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyDemonstrates a complete small platform game with a main menu, three levels, coins, enemies, stomp combat, exit gates, scrolling camera, sounds, animation, and compact runtime assets adapted from the GandalfHardcore 32x32 sidescroller pack.
python tools\minipixels.py run examples\pixel-effects\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyDemonstrates direct per-pixel framebuffer manipulation from MiniLang.
python tools\minipixels.py run examples\tiled-platformer\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.pyDemonstrates the shared Tiled JSON/TMJ importer with a solid tile layer and object-layer spawn, exit, coins, and enemy patrol data.
python tools\minipixels.py new MyGame
python tools\minipixels.py info examples\moving-sprite\minipixels.json
python tools\minipixels.py doctor examples\tiled-platformer\minipixels.json
python tools\minipixels.py validate examples\moving-sprite\minipixels.json
python tools\minipixels.py generate examples\moving-sprite\minipixels.json
python tools\minipixels.py pack examples\moving-sprite\minipixels.json
python tools\minipixels.py build examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py
python tools\minipixels.py run examples\moving-sprite\minipixels.json --compiler ..\MiniLangCompilerPy\mlc_win64.py
python tools\minipixels.py packageThe Python CLI validates project JSON, writes asset, localization, constants, and level modules, emits asset-report.json, builds the target native runtime bridge, and invokes the MiniLang compiler. Run security init once to enable signed and encrypted MPX3 builds. Generated audio helpers create memory-backed WAV/MP3 clips, so games do not need loose sound files next to the executable.
Windowed Windows games built through tools\minipixels.py build or run use the GUI PE subsystem by default, so double-clicking the executable opens only the game window and no companion console. Linux builds are normal ELF executables. Use --headless for Windows console-subsystem builds that are meant to print test or tool output.
Builds use MiniLang's exact-hit incremental artifact cache by default. Use --no-incremental for a forced rebuild, --debug to enable MiniLang call profiling, --release to state the default non-instrumented mode explicitly, and --verbose to print the compiler invocation.
The logical MiniPixels container is MPX1: a fixed header, a compact entry table, and contiguous payload bytes. Without asset protection, assets.mpx contains MPX1 directly. The runtime reads only its index during open and fetches payload ranges on first access.
All multi-byte integers are unsigned little-endian values.
offset size field
0 4 magic bytes: "MPX1"
4 4 entry count: u32
8 variable entry table
... variable payload bytes
Each entry table record is:
size field
2 asset id byte length: u16
N asset id as UTF-8 bytes, no terminator
1 kind: u8
1 payload codec: u8 (`0` raw, `1` Deflate, `2` RLE)
4 payload offset from start of file: u32
4 payload size in bytes: u32
Current kind values:
| Kind | Asset type | Payload |
|---|---|---|
1 |
image or procedural |
non-interlaced PNG bytes |
2 |
audio |
MP3 bytes, or WAV when transcoding is disabled/not smaller |
3 |
file |
Original bytes after optional container compression |
4 |
text |
Deterministic MPT1 UTF-8 key/value catalog |
5 |
data |
Canonical UTF-8 JSON |
constants assets are intentionally absent from the pack: the generator turns their JSON values into MiniLang constants and a structured data() accessor at compile time.
With assetProtection.enabled, builds write MPX3 version 4. Its compact encrypted index is signed with ECDSA P-256/SHA-256 and each unique stored payload is an independent AES-256-GCM block. Opening verifies and decrypts only the index; an asset remains encrypted on disk until first use. Compression happens before encryption, and the signed index binds every block's codec, logical/stored size, offset, nonce, and authentication tag. A changed block is rejected when accessed and the pack cannot be repacked without the private signing key. Generated MiniLang code embeds the public verification key plus an obfuscated reconstruction of the per-build AES key. The private key remains build-only. Older MPX2 containers and MPX3 format versions are deliberately rejected.
Enable it once per project:
python tools\minipixels.py security init path\to\minipixels.json
python tools\minipixels.py security status path\to\minipixels.jsonThe default private key is .minipixels/asset-signing-key.pem and is added to the project's .gitignore. CI can provide MINIPIXELS_ASSET_SIGNING_KEY or MINIPIXELS_ASSET_SIGNING_KEY_FILE instead. This deliberately raises the effort needed for casual extraction and gives strong modification detection; it cannot make a client-side decryption key impossible to recover from a determined attacker.
The runtime decodes stored, fixed, and dynamic Deflate streams, PNG filters 0 through 4, grayscale, RGB, indexed, grayscale-alpha, and RGBA data. Current decoding is non-interlaced. Deflate now runs in the target-native runtime directly into the final output buffer; a checked MiniLang implementation remains as the format-validation fallback. The Python packer validates and preserves compatible source PNG bytes, while generated images use actual Deflate rather than uncompressed PNG blocks. File, text, and JSON data entries select Deflate or RLE only when the complete encoded payload is meaningfully smaller. Identical encoded payloads share one stored block and one decoded runtime buffer transparently.
PCM WAV assets are converted to MP3 during Python builds when the result is smaller. Mono defaults to 96 kbit/s, stereo to 128 kbit/s, and LAME quality 2. Set mp3Bitrate (32–320), mp3Quality (0–9), or "transcode": false on an audio asset to override this behavior. Existing MP3 sources remain byte-for-byte unchanged.
Runtime APIs:
pack = mp.openAssetPack("assets.mpx")
img = mp.loadPngFromPack(pack, "player")
raw = mp.loadBytesFromPack(pack, "coin_sfx")
strings = mp.loadTextCatalogFromPack(pack, "ui", "de")
kind = mp.assetKindFromPack(pack, "coin_sfx")
slot = mp.assetSlotFromPack(pack, "player")
fastImage = mp.loadPngFromPackSlot(pack, slot)
stats = mp.assetPackStats(pack)
mp.preloadAssetPackSlots(pack, [slot], 16777216)Generated helpers use numeric slots automatically, cache decoded sprites, text catalogs, localization services and JSON text, and release PNG/text/data source bytes after successful decoding. gen.preload() now warms the complete pack through bounded contiguous reads before constructing assets; gen.preloadGroup("level-1") does the same for entries tagged with that group. assetPackStats() additionally reports physical storedBytesRead, logical decodedBytes, and bulkReads.
Loading and container compression are configured without changing game code:
{
"assetLoading": {
"mode": "lazy",
"compression": "auto",
"batchBytes": 16777216
},
"assets": [
{ "id": "world_1", "type": "file", "path": "assets/world_1.sprites", "preload": "level-1", "compression": "none" }
]
}lazy remains the memory-efficient default. resident bulk-loads and decompresses the complete pack on first open, useful when the game repeatedly touches most assets and has the RAM budget. compression accepts auto, fast, small, and none, globally or per asset. In particular, none is appropriate for large prepared .sprites/.rgba payloads when minimum load latency matters more than installed size; the default auto keeps the pack compact and benefits from native decompression.
asset-report.json records sourceBytes, logicalBytes, storedBytes, the selected codec/transform, and whether an entry was deduplicated. Its totals count shared payload blocks only once.
Text:
mp.drawText(canvas, "LEVEL 1", 8, 8, 1, mp.rgb(255, 255, 255))
mp.drawTextCentered(canvas, "READY", 72, 2, mp.rgb(255, 220, 80))Animation:
sheet = gen.sheet_player()
run = mp.animationFromSheet(sheet, 2, 4, 0.08)
run.play()
run.update(dt)
canvas.drawSprite(run.currentSprite(), x, y)Camera-space drawing:
mp.drawSpriteWorld(canvas, camera, playerSprite, player.x, player.y)
mp.fillRectWorld(canvas, camera, coin.x, coin.y, 4, 4, mp.rgb(255, 220, 80))Input and audio:
coin = mp.audioClip("assets\\audio\\coin.mp3", "coin")
mixer = mp.audioMixer(4)
if mp.inputPressed(game.input, "jump") then
mixer.playSfx(coin)
end if
mixer.setSfxVolume(80)
mixer.playMusic(mp.musicClip("assets\\audio\\theme.mp3", "theme"))
mixer.stopAll()Packed audio:
clip = gen.audio_coin_sfx()
mp.playAudio(game.audio, clip)minipixels: public facade and game loopminipixels.graphics.canvas: framebuffer, primitives, sprite drawingminipixels.graphics.font: 5x7 bitmap text helpersminipixels.graphics.sprite: images, sprites, sprite sheetsminipixels.assets.pack: MiniPixels.mpxasset container readerminipixels.assets.text: UTF-8 catalogs, locale fallback, and placeholder formattingminipixels.assets.png: PNG decoder/encoder and screenshot supportminipixels.platform.windows: Win32 window, input, DIB rendererminipixels.platform.linux: X11 window, input, timing, and XImage rendererminipixels.input.input: buffered configurable keyboard/mouse actionsminipixels.world.camera: pixel-snapped 2D cameraminipixels.world.tilemap: tile rendering and AABB tile collisionsminipixels.animation.animation: frame-duration sprite animationsminipixels.assets.assets: generated asset registryminipixels.debug.debug: counters and framebuffer hash helpers
Implemented:
- Native Win32 and X11 windows
- Fixed, native, and dynamically scaled render resolutions with resize-safe framebuffers
- CPU RGBA8888 framebuffer with direct masked-DIB GDI presentation
- Nearest-neighbor GDI/XImage presentation and optional OpenGL/WGL presentation on Windows
- Buffered keyboard/mouse input only while the game window has focus
- High-resolution fixed updates, interpolation alpha, smoothed FPS/UPS, focus pause, and frame limiting
- Safe pixel operations and primitive drawing
- MiniPixels
.mpxgeneration in both project pipelines with indexed runtime caches - General non-interlaced PNG hot-loading plus deterministic screenshot encoding
- Native MiniLang generation for image/procedural/audio/file/text/data assets and MiniPixels/Tiled levels
- Python generation for signed/encrypted packs, localized text, canonical JSON data, and compiled constants
- Cached spritesheets, animation, rotated sprites, render targets, and dirty-region GPU uploads
- Scene stack with enter/exit/pause/resume/update/render lifecycle
- Configurable action bindings, pointer coordinates/deltas/buttons, and wheel input
- Multi-voice WAV/MP3 mixer through waveOut/ALSA with stereo input, bus/clip/channel volume, pan, and streaming MP3 music
- Build-time SpriteSheet metadata and
asset-report.json - Build-time level JSON generation through
generated.levels - Camera, scrolling, parallax bands
- Tilemap culling, cached frames, growable layers, and swept collision
- Headless, framehash, PNG, WAV/MP3/stereo, lifecycle, and
std.testregression tests - Windows and Ubuntu GitHub Actions CI for tests and example builds
- SDK ZIP packaging with SHA256 checksum and release upload on
v*tags - Version file, changelog, and first-game guide
Not yet implemented:
- GPU-accelerated Linux presentation and additional Linux display protocols such as Wayland
- Full editor tooling
- Advanced physics or ECS
More detail is in docs/getting-started.md, docs/first-game.md, docs/manifest-reference.md, docs/examples.md, and docs/minipixels-architecture.md. Release notes are in CHANGELOG.md.