Here you will find all the documentation pages for the Zircon Tile Engine.
When static images won't cut it there is the built in animation system at your disposal.
Whenever you develop a program you'll eventually bump into some bugs. To debug them you're going to need proper logging.
Zircon follows a versioning scheme which is reminiscent to JetBrains' versioning strategy but with a twist.
Zircon has a lot of built-in things in place but sometimes you want to use external resources. This page explains how to work with them.
Sometimes all you want to do is just drawing shapes onto the screen. This article will teach you how to do so with Zircon.
All this fancy tile graphics and ASCII art is worth nothing if your player's can't interact with your game! In this article we'll learn how to handle Inputs in Zircon!
If you want to display you TileGraphics on a TileGrid or Screen while still being able to move it around, try Layers!
When you start using Components you'll quickly feel the need to have some uniform way for coloring your Components. Color Themes are the solution for this problem.
In this document you will explore the main design guidelines behind Zircon.
This document will help you understand how to compose Tiles into in-memory graphics objects.
Drawing shapes and tiles by hand is only so much fun. Good thing is that Zircon comes with a full-blown Text GUI interface. This article will explore The Component System in depth.
Wanna learn how to display different TileGrids on your screen at different times? This article explains how to use Screen objects to do so.