Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m12s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-18 16:56:47 +02:00
1 parent 6d7d0005cf
commit d02bcca266
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@@ -2,6 +2,7 @@ import type { Application } from 'pixi.js';
import { HttpFileStore } from '../core/store/HttpFileStore';
import { HttpProjectStore } from '../core/store/HttpProjectStore';
import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
import { loadPhysics } from '../runtime/physics/engine';
import { requestRender, type VStack } from '../ui';
import { fontLibrary } from '../viewport/FontLibrary';
import { soundLibrary } from '../viewport/SoundLibrary';
@@ -42,5 +43,6 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
fontLibrary.onChange(() => requestRender());
installDebugHook(app, state, editor);
await editor.boot();
loadPhysics().catch((error: unknown) => console.error('[physics] Rapier could not be loaded:', error));
await startPlugins(API_ENDPOINT, state, editor);
}