# Docs - [Home](/) - Blog - [Blog](/blog) - [BLIT386 1.7.0 - nothing left to collect](/blog/performance-release-1-7-0): The performance release - the per-frame allocations are gone from the engine's hot paths, plus reduced motion, window.BT, and F9 frame capture. - [BLIT386 1.6.0 - a live line to the docs](/blog/mcp-release-1-6-0): The MCP release - a live docs server wired into every scaffolded game, a website CSP nonce, and a symlink hole closed in the kit. - [BLIT386 1.5.0 - the same world, every time](/blog/random-release-1-5-0): The random release - a seeded PRNG, stateless coordinate hashes, three kinds of noise - plus the full easing curve library and an exposure-curve palette fade. - [BLIT386 1.4.0 - edit the game while it is still running](/blog/hot-reload-release-1-4-0): The hot reload release - a three-tier swap runtime, a blit386/vite dev plugin, in-place asset replacement, and an asset loading count. - [BLIT386 1.3.0 - the engine learns to make noise](/blog/audio-release-1-3-0): The audio release - buses, a voice pool, procedural synthesis, crossfading music - plus BT.renderAlpha and overlay level meters. - [Introducing BLIT386](/blog/hello-world): BLIT386 is a palette-first WebGPU retro engine for the browser - here is what it does, how it works, and where it is heading. - Documentation - [Documentation](/docs) - [Getting Started](/docs/getting-started): Create a new BLIT386 game with the scaffolder, or add the engine to an existing project. - [FAQ](/docs/faq): Common questions about BLIT386 - WebGPU availability, software fallback, audio, and setup. - API - [Core](/docs/api/core): Bootstrap, initialization, and default configuration. - [Overlay](/docs/api/overlay): Engine overlay HUD configure flags, style objects, and worked examples. - [Game Loop](/docs/api/game-loop): Fixed-timestep simulation timing, tick counters, and the Timer helper. - [Camera](/docs/api/camera): The camera's global pixel offset and world-clamp helpers. - [Easing](/docs/api/easing): Named easing curves and interpolate() for number, Vector2i, Color32, and Rect2i. - [Random](/docs/api/random): Seeded Random PRNG, coordinate hashes, and Value/Perlin/Simplex pattern noise for procedural worlds. - [Core Types](/docs/api/core-types): The integer core types: Vector2i, Rect2i, and Color32. - [Browser Support](/docs/api/browser-support): WebGPU support matrix, automatic software fallback, and build toolchain. - [Rendering](/docs/api/rendering): Primitives, sprites, text, post-process effects, and frame capture. - [Palette](/docs/api/palette): Palette setup, built-in presets, HUD preset, serialization, and palette effects. - [Assets](/docs/api/assets): Sprite sheets, bitmap fonts, and asset loading. - [Audio](/docs/api/audio): Audio buses, SFX voice pool, crossfading music, and procedural synthesis. - Guides - [Input](/docs/guides/input): Pointer, keyboard, gamepad, and text-accumulation input in BLIT386. - [Game Loop](/docs/guides/game-loop): Smoothing motion between fixed update() steps using BT.renderAlpha and Vector2i.lerp. - [Random](/docs/guides/random): Seeded determinism in practice: reproducible runs, independent streams, and procedural worlds from coordinates. - [Palette](/docs/guides/palette): The palette-first rendering workflow: setup, slot offsets, and palette effects. - [Palette Presets](/docs/guides/palette-presets): Exact color data for the built-in Palette presets and the HUD preset. - [Overlay](/docs/guides/overlay): The engine overlay HUD: metrics, timing chart, palette grid, toggle, and layout. - [Post-Process Effects](/docs/guides/post-process-effects): The two-tier post-process effect system, built-in effects, and CRT presets. - [Bitmap Fonts](/docs/guides/bitmap-fonts): The system font and custom .btfont bitmap fonts: format, loading, and BMFont conversion. - [Audio](/docs/guides/audio): The audio subsystem layout, locked vs. unlocked gesture state, and web audio constraints. - [Hot Reload](/docs/guides/hot-reload): The three hot-reload swap tiers, onHotReload semantics, asset hot-replace, and the blit386/vite plugin. - [The BLIT386 Splash](/docs/guides/splash): The BLIT386 splash: gating, the loading-screen hold, the palette handoff, and the skip. - Performance - [Performance Best Practices](/docs/performance/best-practices): When and how to optimize demos: object allocation, batching, and hot-path guidance. - [Performance Testing](/docs/performance/testing): CPU micro-benchmarks: when to use them, how to add one, and the local baseline/compare workflow. - [Software Fallback Smoke Matrix](/docs/performance/smoke-matrix): Manual smoke-test checklist for the Canvas 2D software renderer. - Reference - [Deprecation Timeline](/docs/reference/deprecations): Central tracker for public API compatibility aliases and planned removals. - [Changelog](/docs/reference/changelog): Release history in Keep a Changelog style: what shipped, what broke, and when. - [Testing](/docs/reference/testing): Testing tiers (unit, integration, visual) plus CPU benchmarks and WebGPU mocks. - [Authors](/docs/reference/authors): Who made this. So far, just one person. - [Showcase](/showcase): Games and projects built with BLIT386. - [Community](/community): Where to ask questions, report bugs, and follow updates about BLIT386. - [MCP Server](/mcp-server): Connect AI coding assistants to the BLIT386 documentation via the Model Context Protocol.