Add the picogame game engine module - #11199
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Retained-mode 2D engine for writing games in CircuitPython: a Scene with dirty-rect rendering over Sprite/Tilemap/Canvas/StripDraw/ Particles/Triangles layers, plus collision, noise and text helpers - and enough pseudo-3D primitives (project, raycast, mode-7, triangle batches) for simple 3D games. Renders portably through any BusDisplay; optional port backends add an async-DMA SPI path (raspberrypi, espressif) and a RAM-framebuffer target for DVI/HSTX scanout boards. Gated by CIRCUITPY_PICOGAME (off by default); enabled on pajenicko_picopad and adafruit_fruit_jam.
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First step of #11198: the picogame core C module.
The module itself is self-contained (
shared-bindings/picogame,shared-module/picogame, optional port backends incommon-hal/picogame). Outside of it this PR only touches:pajenicko_picopad- enables the engine. To fit it next to the Wi-Fi stack the board drops peripherals it physically lacks (_EVE,qrio,picodvi) and switches from -O3 to -O2 plus a few measured loop flags (engine kernels within ±1 % of -O3, ~150 KB smaller). 87.9 % of the firmware region used.adafruit_fruit_jam- enables the engine with the RAM-framebuffer target (DVI/HSTX scanout). 92.2 % used.locale/circuitpython.pot- regenerated.Left out for follow-up PRs (per the issue discussion): core1 rendering and the ROMFS asset region.
Both board builds, sphinx docs and translations pass locally.