A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s

The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
This commit is contained in:
root committed 2026-09-14 05:44:25 +02:00
1 parent f83c568999
commit 0f9e1611d1
39 files changed
+2386 -32

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+16 -3
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@@ -110,6 +110,16 @@ export interface FontAsset extends AssetBase {
file: string;
}
/**
* The graph is the motion of one particle: every output of its `Output` node is a function of the
* particle's age and its own random number (see `core/particles/compile.ts`). A placed object is
* the source that emits them; how many and for how long are its properties.
*/
export interface ParticlesAsset extends AssetBase {
type: 'particles';
graph: Graph;
}
export type Asset =
| SpriteAsset
| CameraAsset
@@ -122,13 +132,16 @@ export type Asset =
| AnimationAsset
| StateMachineAsset
| ShaderAsset
| FontAsset;
| FontAsset
| ParticlesAsset;
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset;
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset | ParticlesAsset;
const GRAPH_TYPES: ReadonlySet<AssetType> = new Set(['behavior', 'statemachine', 'shader', 'particles']);
export function isGraphAsset(asset: Asset): asset is GraphAsset {
return asset.type === 'behavior' || asset.type === 'statemachine' || asset.type === 'shader';
return GRAPH_TYPES.has(asset.type);
}
export function isSceneAsset(asset: Asset): asset is SceneAsset {
+2
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@@ -11,6 +11,7 @@ export const ASSET_TYPES = [
'statemachine',
'shader',
'font',
'particles',
] as const;
export type AssetType = (typeof ASSET_TYPES)[number];
@@ -28,6 +29,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
statemachine: 'State machine',
shader: 'Shader',
font: 'Font',
particles: 'Particles',
};
/**