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>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 16:56:47 +02:00
1 parent 6d7d0005cf
commit d02bcca266
9 files changed
+143 -1

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+1 -1
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@@ -38,7 +38,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
The browser suite and the three example games need a machine with a GPU:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1042 checks (GM_STEPS=20 for one step)
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1045 checks (GM_STEPS=20 for one step)
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs
+7
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@@ -8,6 +8,7 @@
"name": "game-maker",
"version": "0.1.0",
"dependencies": {
"@dimforge/rapier2d-compat": "^0.20.0",
"pixi.js": "^8.6.0"
},
"devDependencies": {
@@ -47,6 +48,12 @@
"keyv": "^5.6.0"
}
},
"node_modules/@dimforge/rapier2d-compat": {
"version": "0.20.0",
"resolved": "https://registry.npmjs.org/@dimforge/rapier2d-compat/-/rapier2d-compat-0.20.0.tgz",
"integrity": "sha512-FFYwGrfJov7d5kn4fxblG/ip5C+sYQL+Jl/hqLvDvu4BcMD/Mhrz7cTvnZTtuIRDXY8CLuraObqB/prip4wdWQ==",
"license": "Apache-2.0"
},
"node_modules/@esbuild/aix-ppc64": {
"version": "0.25.12",
"resolved": "https://registry.npmjs.org/@esbuild/aix-ppc64/-/aix-ppc64-0.25.12.tgz",
+1
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@@ -28,6 +28,7 @@
"vitest": "^3.0.0"
},
"dependencies": {
"@dimforge/rapier2d-compat": "^0.20.0",
"pixi.js": "^8.6.0"
}
}
+2
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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);
}
+2
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@@ -6,6 +6,7 @@ import { findAsset, findAssetOf, findObjectHolder } from '../core/model/Project'
import type { FrameRect } from '../core/model/texture';
import { findLayer } from '../core/model/tilemap';
import { effectiveScale, gameClock } from '../core/time';
import { physicsStatus } from '../runtime/physics/engine';
import {
activeDrag,
afterFrames,
@@ -641,6 +642,7 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
sceneSelect: () => ({ ...centreOf(editor.sceneButton), enabled: editor.sceneButton.enabled }),
/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
editorRun: () => editor.editorRunInfo(),
physics: () => physicsStatus(),
/** Rows the hierarchy shows – collapsed subtrees are not in here. */
hierarchyOrder: () => hierarchy.rowOrder(),
hierarchyChevron: (id: string) => hierarchy.chevronPosition(id),
+40
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@@ -0,0 +1,40 @@
import type RAPIER from '@dimforge/rapier2d-compat';
export type Rapier = typeof RAPIER;
/** Everything outside the engine is in pixels; Rapier is tuned for metres. */
export const PIXELS_PER_METRE = 100;
export const toMetres = (pixels: number): number => pixels / PIXELS_PER_METRE;
export const toPixels = (metres: number): number => metres * PIXELS_PER_METRE;
export type PhysicsStatus =
| { state: 'idle' | 'loading' }
| { state: 'ready'; ms: number; version: string }
| { state: 'failed'; error: string };
let status: PhysicsStatus = { state: 'idle' };
let loading: Promise<Rapier> | null = null;
/**
* Rapier is its own chunk with the WebAssembly inside. Every caller shares the one load, and a
* failed load stays failed rather than being tried again on each call.
*/
export function loadPhysics(): Promise<Rapier> {
if (loading) return loading;
const start = performance.now();
status = { state: 'loading' };
loading = import('@dimforge/rapier2d-compat').then(async ({ default: rapier }) => {
await rapier.init();
status = { state: 'ready', ms: Math.round(performance.now() - start), version: rapier.version() };
return rapier;
});
loading.catch((error: unknown) => {
status = { state: 'failed', error: error instanceof Error ? error.message : String(error) };
});
return loading;
}
export function physicsStatus(): PhysicsStatus {
return status;
}
+60
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@@ -0,0 +1,60 @@
import { describe, expect, it } from 'vitest';
import {
loadPhysics,
PIXELS_PER_METRE,
physicsStatus,
type Rapier,
toMetres,
toPixels,
} from '../../src/runtime/physics/engine';
const STEP = 1 / 60;
const GRAVITY = 980;
/** A 400 × 20 px floor whose top is at y = 290, and a 32 px crate dropped from y = 0. */
function crateOverFloor(rapier: Rapier) {
const world = new rapier.World({ x: 0, y: toMetres(GRAVITY) });
world.timestep = STEP;
const floor = world.createRigidBody(rapier.RigidBodyDesc.fixed().setTranslation(0, toMetres(300)));
world.createCollider(rapier.ColliderDesc.cuboid(toMetres(200), toMetres(10)), floor);
const crate = world.createRigidBody(rapier.RigidBodyDesc.dynamic().setTranslation(0, 0));
world.createCollider(rapier.ColliderDesc.cuboid(toMetres(16), toMetres(16)), crate);
const run = (steps: number) => {
for (let i = 0; i < steps; i++) world.step();
};
const y = () => toPixels(crate.translation().y);
return { world, crate, run, y };
}
describe('physics engine', () => {
it('loads once and reports the Rapier version', async () => {
const first = loadPhysics();
expect(loadPhysics()).toBe(first);
const rapier = await first;
expect(rapier.version()).toBe('0.20.0');
expect(physicsStatus()).toMatchObject({ state: 'ready', version: '0.20.0' });
});
it('converts at 100 px to the metre', () => {
expect(PIXELS_PER_METRE).toBe(100);
expect(toMetres(980)).toBe(9.8);
expect(toPixels(toMetres(123.5))).toBeCloseTo(123.5, 10);
});
it('lets a crate fall freely in pixels per second squared', async () => {
const { run, y, crate } = crateOverFloor(await loadPhysics());
run(30);
// ½ g t² = 122.5 px after half a second; the integrator lands about a pixel past it.
expect(Math.abs(y() - 0.5 * GRAVITY * 0.25)).toBeLessThan(1.5);
expect(toPixels(crate.linvel().y)).toBeCloseTo(GRAVITY * 0.5, 3);
});
it('keeps a crate resting on the floor', async () => {
const { run, y, crate } = crateOverFloor(await loadPhysics());
run(180);
expect(Math.abs(y() - 274)).toBeLessThan(0.5);
expect(Math.abs(toPixels(crate.linvel().y))).toBeLessThan(0.5);
run(120);
expect(Math.abs(y() - 274)).toBeLessThan(0.5);
});
});
+28
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@@ -0,0 +1,28 @@
/**
* The physics engine (Rapier) loads in the editor, in the background after the first project is
* open, from a chunk of its own – the editor bundle does not carry it.
*/
export async function physics(t) {
const { check, json, waitUntil, consoleLog } = t;
await waitUntil(`['ready', 'failed'].includes(__gm.physics().state)`, { timeout: 15000 });
const status = await json('__gm.physics()');
check(
'Rapier loads in the editor without Play',
status.state === 'ready' && status.version === '0.20.0',
JSON.stringify(status),
);
const scripts = await json(
`performance.getEntriesByType('resource').map((e) => e.name).filter((n) => n.endsWith('.js')).map((n) => n.split('/').pop())`,
);
check(
'it comes from a chunk of its own',
scripts.some((name) => /^rapier-.+\.js$/.test(name)),
JSON.stringify(scripts),
);
check(
'loading it writes nothing to the console',
!consoleLog.some((line) => /\[physics\]|rapier/i.test(line)),
consoleLog.filter((line) => /\[physics\]|rapier/i.test(line)).join(' | '),
);
}
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@@ -43,6 +43,7 @@ import { nineSlice } from './37-nine-slice.mjs';
import { plugins } from './38-plugins.mjs';
import { tile } from './39-tile.mjs';
import { tilemap } from './40-tilemap.mjs';
import { physics } from './41-physics.mjs';
export const STEPS = [
hierarchy,
@@ -85,4 +86,5 @@ export const STEPS = [
plugins,
tile,
tilemap,
physics,
];