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PixelRoot32 Agent Skills

Welcome to the PixelRoot32 Skills Catalog. This repository contains a collection of specialized "Skills" designed to supercharge AI Agents (like Gemini, Cursor, or Copilot) when developing video games for the PixelRoot32 Game Engine.

πŸ€– What is this?

This is not just standard documentation. These are Agent Skillsβ€”strict, context-rich rulebooks formatted specifically for LLMs.

When you ask an AI to "create a new level" or "add a touch UI" for PixelRoot32, the AI reads the corresponding skill from this repository. This guarantees that the AI:

  • Writes C++17 code highly optimized for the ESP32.
  • Adheres strictly to the Zero-Allocation architecture (no new, no std::vector).
  • Respects hardware limits (memory, spatial grids, fixed arrays).
  • Avoids hallucinations by following exact syntax for drawing, physics, and audio.

πŸš€ How to Use These Skills

We use the official skills.sh CLI to distribute these skills into your local agent configuration.

  1. Install a specific skill via npx: Run the following command for the subsystem you need. For example, to install the audio skill:
    npx skills add PixelRoot32-Game-Engine/pixelroot32-engine-skills/skills/pixelroot32-audio
  2. Contextualize your Agent: The CLI will automatically copy the skill to your agent's config folder (e.g. .cursor/rules or .gemini/config/skills).
  3. Prompt freely: Ask your AI to build features. For example: "Create a new Scene with a pause menu using pixelroot32-scene-manager and pixelroot32-ui-system".
  4. Automatic Compliance: The AI will read the requested skills, apply the engine's strict Agent Constraints, and generate production-ready code that complies with the ESP32 limits.

πŸ“š Skill Catalog

The suite is divided into specific engine subsystems. Your AI will dynamically load these as needed:

Skill What the AI learns...
pixelroot32-sprite-renderer How to draw 1bpp/2bpp/4bpp sprites, tilemaps, and use the Dirty Grid rendering without dropping frames.
pixelroot32-physics How to set up rigid bodies, kinematic controllers, and use the Flat Solver without relying on floating-point math (FPU).
pixelroot32-ui-system How to build HUDs, touch menus, and grids using pre-allocated elements to prevent dangling pointers.
pixelroot32-audio How to synthesize NES-style 8-voice audio, ADSR envelopes, and queue sounds safely across threads.
pixelroot32-memory-optimization CRITICAL: The strict rules of embedded C++ (No exceptions, no dynamic heap, pool allocation).
pixelroot32-scene-manager How to handle game states, scene transitions (Fade/Iris), and Arena allocation.
pixelroot32-particles How to spawn explosion or dust effects respecting the hard limit of 50 particles per emitter.
pixelroot32-touch-input How to map raw touch events to gestures and prevent UI events from bleeding into the game logic.
pixelroot32-camera2d How to manipulate the viewport, apply screen shake, and bounds clamping.
pixelroot32-entity-actor How to structure the game objects using the Godot-inspired node hierarchy.
pixelroot32-testing How to generate Unity framework unit tests using Mocks for isolated validation.
pixelroot32-cpp-code-generation General C++17 formatting, naming conventions, and -fno-exceptions enforcement.
pixelroot32-docs Doxygen documentation standards for the PixelRoot32 ecosystem.

πŸ›‘οΈ Engine Constraints Enforced by these Skills

By using these skills, your AI is strictly instructed to follow the core pillars of PixelRoot32:

  • Zero-Heap Fragmentation: Agents are forbidden from using malloc, new, or std::shared_ptr in the game loop.
  • Data-Driven Compilation: Agents will correctly wrap subsystems in #if PIXELROOT32_ENABLE_* macros to save Flash and RAM.
  • Fixed-Point Math: Agents will use toScalar() instead of float to guarantee determinism on non-FPU microcontrollers like the ESP32-C3.
  • Event Consumption: Strict enforcement of event.consume() to prevent touch-input bleed.

Built to empower developers to create highly optimized embedded games at the speed of thought.

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This repository contains a collection of specialized "Skills" designed to supercharge AI Agents (like Gemini, Cursor, or Copilot) when developing video games for the PixelRoot32 Game Engine.

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