Record the game view from a behavior into a video asset (#405)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 17m7s

A game can now film itself. A behavior starts and stops a take, and
the editor turns it into a video asset with the run's picture and the
sound the player hears. The exported game hands the file over as a
download, since there is no project to keep it in.

- New action nodes `Start recording` (Name, Resolution, FPS) and
  `Stop recording`. An empty name becomes `Recording <timestamp>`.
- Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes
  the height is set and the width follows the camera.
- The picture is the camera only, without hints, overlays or the
  letterbox. It is drawn into a render texture of the target size,
  so a smaller window still gives full 1080p.
- `PictureReader` reads the texture back through pixel buffers with
  a fence. The editor never waits on the GPU, and a frame with all
  three buffers busy is dropped and counted.
- Nothing of the take reaches the visible canvas. A first version
  drew tiles into it and copied them out, and with the low-latency
  canvas that midway state flickered on screen.
- The sound is tapped behind the master limiter in the FX worklet
  and encoded as Opus.
- H.264 is chosen when the browser has it, VP9 otherwise. A small
  own Matroska writer packs both tracks, no new dependency. It names
  the frame rate and BT.709 so ffmpeg keeps both.
- A second `Start recording` is ignored with a warning in the log.
  A take goes on through `Load scene` and a restart, pauses with the
  editor and is saved when the run ends. It stops at 2 GB.
- The editor uploads the take on the existing video route and makes
  the asset once the run is over. The video tab gets a Download
  button for the converted MP4.
- `downloadBlob` in `src/ui` replaces the song editor's own copy.

Findings:
- `On start` runs before the game screen knows the world. A take
  therefore fixes its size on the first frame that has a camera.
- Without a frame rate in the file, ffmpeg turned 30 fps into 59.94.
- The worker's poster JPEG is off in colour for every upload (red
  255 comes out as 229, BT.601). Not touched here.

Tests:
- Unit recording + matroska: 21 green, plus the node catalog cases.
  The Matroska test reads the file back with its own EBML reader.
- e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a
  1280x800 window gives a 1920x1080 MP4 with sound and no dropped
  frame. Every 4th pixel is checked, a green quarter catches an
  upside-down picture. A take ended by Esc is saved with the
  timestamp name.
- e2e 60j: the exported game downloads an `.mkv` with EBML magic.
- The flicker is gone on the user's machine without `?vsync`.
- Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-11 21:11:05 +02:00
1 parent 36ffd9a61a
commit e191dc4b2e
35 files changed
+2211 -26

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@@ -391,3 +391,52 @@ class ChannelProbe extends AudioWorkletProcessor {
}
registerProcessor('channel-probe', ChannelProbe);
/** Frames a recording's sound is handed over in: about a tenth of a second. */
const RECORD_BLOCK = 4096;
/**
* Hands what reaches it to the page, both sides, `RECORD_BLOCK` frames at a time (#405): the master
* as it leaves the limiter, for a recording of the game view. Told to stop, it sends what it holds
* and an empty piece after it, the sign that nothing more comes.
*/
class RecordTap extends Stoppable {
private readonly sides = [new Float32Array(RECORD_BLOCK), new Float32Array(RECORD_BLOCK)];
private filled = 0;
constructor() {
super();
this.port.onmessage = () => {
this.send();
this.port.postMessage([new Float32Array(0), new Float32Array(0)]);
this.stop();
};
}
process(inputs: Float32Array[][]): boolean {
if (this.stopped) return false;
const input = inputs[0] ?? [];
const left = input[0];
const frames = left?.length ?? 128;
this.sides.forEach((side, c) => {
const data = input[c] ?? left;
if (data) side.set(data, this.filled);
else side.fill(0, this.filled, this.filled + frames);
});
this.filled += frames;
if (this.filled + frames > RECORD_BLOCK) this.send();
return true;
}
private send(): void {
if (this.filled === 0) return;
const out = this.sides.map((side) => side.slice(0, this.filled));
this.filled = 0;
this.port.postMessage(
out,
out.map((side) => side.buffer),
);
}
}
registerProcessor('record-tap', RecordTap);