Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 cfd288c4b7 Halve the frame time of a playing scene with a tilemap (#284)
The performance panel showed Physics and Editor as the large parts of
a frame in a scene of 222 entities. Nearly all of it came from a
tilemap that only stands there.

- Whoever writes cells in place now says so with cellsChanged. Only
  then does cellsVersion compare the content. The comparison ran about
  60 times per frame and was the largest single item at 14 percent.
- The four writers call it: the painter during and at the end of a
  stroke, PaintTilesCommand on execute and on undo. A new writer that
  forgets it stays invisible.
- The game view is drawn once per frame in play. With an animated tile
  in view it was drawn twice, once by the run and once by animate().
  animate() now gets the redraw count from the start of the tick.
- TilemapField builds the geometry of a mesh only when its source
  changes: the cells, the tile size, the origin or the image. For that
  groupByTile and layerRows return the same objects for the same list.
- PhysicsSystem skips a tilemap whose source and switch are unchanged.
  The switch is kept because a map that starts switched off would
  otherwise have dead colliders once it is switched on.
- World.syncToModel looks entities and assets up in a map per pass
  instead of a linear search per object.

Measured on stein2 with a copy of the reference project, ms per frame:
Physics 2.64 to 0.97, Drawing 6.89 to 2.56, Editor 1.95 to 1.31.

Left open: syncToModel still mirrors every entity every frame. That
is its own issue.

Tests:
- Gate: 198 files, 2887 tests (2883 + 4), exit 0
- e2e 1-17,28,33,39-43,59: 810 checks passed, 40 has +3
- Smokes: 24 / 19 / 21, exit 0
- Three unit tests wrote cells directly and now call cellsChanged
- Eleven counter-probes fail. Two did not at first: the stroke needed
  a check of its own, the physics test has to start with the map
  switched off. That last one was repeated on stein2 only.
- e2e total 1613 is computed, not measured in a full run

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 09:52:57 +02:00
adminandClaude Opus 5.5 03e7a78c3d Keep a tilemap with outlined solids at 60 fps in scene and play
game-maker / gate (push) Successful in 3m1s
game-maker / suite (push) Failing after 8m33s
A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.

- New module tilemapMemo keeps what is derived from the cells: the
  tiles of a layer, the blocking cells, the rectangles and polygons.
  It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
  therefore compares the content cell by cell, not the identity.
  The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
  replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
  while its cells, placement and settings are unchanged. Before, it
  also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
  the memo would miss on every call after the first edit.

The #184 work only helped Move and raycasts, not this path.

Measured on stein2 (i5-7500T, HD 630), script time per frame:

- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps

About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.

Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
  physics always rebuilds, layer settings ignored) each fail their
  test. All originals are back, checked with cmp.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:23:18 +02:00
adminandClaude Opus 5.5 d257298bc7 Keep a dragged rigidbody on the mouse while the game plays
game-maker / gate (push) Successful in 2m55s
game-maker / suite (push) Successful in 9m16s
Dragging a sprite with a dynamic rigidbody in the scene view during
play barely moved it. Only a quick drag and release got through. A
dragged object should follow the mouse as if it had no rigidbody and
start from rest when it is let go.

- The scene view reports the dragged objects as held through
  EditorState. The game tick no longer writes its own position over a
  drag position that has not been read in yet. This affected every
  object in play, not only rigidbodies.
- A held dynamic body turns kinematic and is set straight to the drag
  target. Gravity and velocity no longer pull it away between two
  mouse moves, and the "moved directly" warning stays quiet.
- A body counts as held when the object itself, an object above it
  or its rigidbody is dragged.
- On release the body turns dynamic again with linear and angular
  velocity set to 0.

Not changed: a press on an unselected crate still lands on its
same-sized collider (rule from #203). Dragging while play is paused
and in the editor run is untouched.

Tests:
- ./check.sh: 155 files, 2273 tests, CHECK EXIT 0 (before 2271).
- e2e 41 alone: 21 checks. e2e 1-16,39-43: 641 checks, all passed.
- 2 unit tests: a held body stays where the drag puts it and starts
  from rest, also for a grip shorter than one physics step. The tick
  does not overwrite a drag position that is not read in yet.
- 1 e2e check in 41b: the crate is lifted 150 units with the real
  mouse, holds exactly at -3490 for a second, then falls from rest
  (1.3 px, then 5.1 px) with an empty log.
- Counter-checks: without holding in physics the crate falls back to
  the ground and the old warning shows. With the tick writing back
  the unit test fails. Without zeroing, a short grip keeps 490 px/s
  and the test fails.
- Check total 1356 + 1 = 1357, calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 21:16:06 +02:00
adminandClaude Opus 5.5 f9d5e8bca5 Move the one-way rule and collider geometry out of physics (#215)
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Successful in 8m46s
PhysicsSystem had 940 lines. The step logic shares its state with
the engine handles of parts and bodies, so a separate class would
need almost the whole system as its interface. That part stays. Two
pieces without own state move out instead. Behaviour is unchanged.

- passesOneWay in oneWay.ts is the one-way rule as a pure function.
  It can now be tested without Rapier.
- bodyGeometry.ts holds the collider shapes and the pose maths.
- PhysicsSystem is down to 820 lines.

Tests:
- ./check.sh: 146 files, 2199 tests, CHECK EXIT 0
- 5 new unit tests for the one-way rule without an engine.
- New tests/core/body-geometry.test.ts: a capsule turned by 90
  degrees went unnoticed before. Both tests fail against that bend.
- Counter-checks on landing hold and teleport detection fail in
  3 to 6 tests each.
- e2e 1-28,31,36,39-43 on the final state: ALL PASSED, 1060 checks
- Each of the four #215 commits was checked green on its own in a
  scratch worktree: 2190, 2192, 2192, 2199 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:20:07 +02:00
adminandClaude Opus 5 f4ec23d3d3 Colliders take a frame's outline and tiles have their own surface (#193)
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m33s
Issue #193 asked where friction, bounciness and density of a tile
live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a
collider could not use the outline drawn on a texture frame (#141).
Both gaps are closed here.

- A collider has a fifth shape "Frame collision" with a Frame row.
  The frame is picked like a sprite's texture and stored as the
  value 'frame'.
- The shape is linked, not copied. Redrawing the outline in the
  texture tab changes every collider using that frame, in the editor
  and on the next play.
- The frame centre sits on the collider origin, one image pixel is
  one unit. The shape turns, scales and mirrors like any other.
- Every outline ring blocks. Each ring is split into convex parts the
  same way a polygon is.
- Without a frame, with a whole texture or with a frame that has no
  outline, the collider is drawn red as a box and blocks nothing.
- Move, Rapier, raycast, detection, hit test, drawing and footprint
  all resolve the frame. At runtime an entity looks the frame up
  live in the current project.
- A tile has Friction and Bounciness next to Solid and One-way. The
  rows only show when Solid is on. Defaults and mixing rules match
  the collider. Density is left out because a tilemap never moves.
- Tilemap cells are grouped by surface as well as by one-way angle.
  Ice and stone never merge into one rectangle, and every cell brings
  its surface to Move and Rapier.

Findings:

- A tile with a collision scale below 1 is no longer flush with a
  neighbour of another surface. It is inset there like at an open
  side, the same as next to one-way tiles today.
- A bounce test first measured 0.84. The ball had landed on the hero
  at the origin, not on the tile. On the tile it measures 0.993.

Tests:

- ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917).
- 14 new unit tests in tests/core/surface.test.ts. The Move tests run
  against the editor run and the physics system.
- 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider
  has frame size, a walker climbs the slope in the frame).
- GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks.
- Three counter-probes bite: Move ignores the tile surface (2 fail),
  Rapier ignores it (1 fails), frame shape falls back to a box
  (5 fail).
- Check sum 1198 is computed (1195 + 3), the full run belongs to CI.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 07:29:26 +02:00
adminandClaude Opus 5 ffdf0a8ddb The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:54:12 +02:00
adminandClaude Opus 5 4f55f85ad4 Collision layers and masks: a collider carries a layer and a mask of the layers it meets, and the pair only meets when both masks name the other's layer - the rule is one pure module (src/core/model/collisionLayers.ts) with layerBit, layersMeet and the names a project starts with, so the three places that have to agree read the same function: the editor run through CollisionSystem, the Solids sweep per pair and Rapier, where the mask becomes the collider's interaction groups; the project file gained collisionLayers: ["Default"] (default one layer, no formatVersion bump), the collider schema two new kinds - layer as a dropdown of the project's layers and layerMask as a menu of tickboxes that stays open while it is ticked (Menu.ts learned rows that do not close on a pick) - and the names are edited through "Collision layers..." in the toolbar's Project menu, not a Project tab, which is the decision I made myself because the question ran into the MCP timeout: the dialog (src/editor/CollisionLayersDialog.ts) holds up to 16 names, Add layer appends "Layer <n>" and Apply writes all of them as one undo step (SetCollisionLayersCommand); a mask read from a file goes through a check that refuses anything that is not a finite number, because Number(null) is 0 and a collidesWith: null would silently have meant "meets nothing"; 9 new e2e checks in module 8 cover the menu entry, the dialog, Add layer, Apply and its undo, both inspector rows, the tickbox menu, and the mover walking straight through the crate that 8c blocked on once their layers no longer meet, and 21 new unit tests cover the rule, the schema and the command (#152)
game-maker / gate (push) Successful in 2m41s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 15:31:22 +02:00
adminandClaude Opus 5 5385d9e152 The one-way tolerance angle is a field: a one-way collider and a one-way tile gain One-way angle (0 to 90 degrees, default 45), a contact blocks when its normal is within that angle of the blocking side, without a value the limit is bit-identical to before, and the rule holds for Move, Raycast and dynamic bodies in Rapier; tiles with different angles never merge into one rectangle, the scene view draws the angle as a cone in the middle of the thick side, and the inspector shows Blocks from and One-way angle only while One-way is on, through the new schema option shownWith (#159)
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:13:29 +02:00
adminandClaude Opus 5 6a31f5e0ad One-way platforms, raycast and collision stay with contact data: a collider can be one-way with a side it blocks from (turning with its object, drawn thick in the scene view) and a tile can be one-way from above, one-way cells never merge with solid tiles, a contact blocks only when its normal is within 45 degrees of the blocking side, the new node Ignore one-way lets an object drop through for a while, and it all holds for Move and for dynamic bodies in Rapier, where the decision is made before each step because the hook may not touch the engine (#155); the new Raycast node answers hit, object, collider, point, normal and distance in our own f64 geometry, the same in editor run and play, and the editor run draws each ray for 0.25 s (#153); On collision stay gains an interval with its own clock per pair, and stay and enter gain the contact point next to normal and impulse (#149); fixes that every Rapier collider of a tilemap had the shape of its last cell
game-maker / gate (push) Successful in 1m55s
game-maker / suite (push) Successful in 6m50s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 11:36:11 +02:00
adminandClaude Opus 5 32057a96fc Physics stage 2: colliders gain the shapes capsule and polygon, a polygon keeps its corners in the property points, turns, scales and mirrors with its object and is edited in the scene view (drag a corner, click an edge to insert one, double-click to delete, at least three stay, each step one undo step), a concave polygon is split into convex parts, a self-intersecting one is drawn red and collides with nothing, Rapier gets a capsule and one convex collider per part on the same body, and Move and the editor run use our own f64 geometry for the new shapes, where on a tie between two normals the one that blocks the move least wins, so a box no longer stops at the foot of a slope (#151); first version of a collision outline per texture frame, edited in the texture tab with the new Collision toggle, which a plain tile blocks with instead of its rectangle (#141, to be reworked)
game-maker / gate (push) Successful in 1m52s
game-maker / suite (push) Successful in 6m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:56:25 +02:00
adminandClaude Opus 5 1b5e386b60 Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:52:11 +02:00
adminandClaude Opus 5 328f978d3c Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved 980; the unit test re-reads the model mid-run and e2e 41c forces a project event right after play starts (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:08:09 +02:00
adminandClaude Opus 5 0ff3c8b742 Physics stage 1b: six new nodes act on dynamic bodies in play (Apply force over the frame, independent of the frame rate, Apply impulse, Set velocity, Set angular velocity, Get velocity, Set gravity for the rest of the run), a node on an object without a dynamic body and moving a dynamic body directly each log a hint once per object, and Move with collision now pushes dynamic bodies with a mass-dependent push while the mover stays flush; Move keeps its own move-and-slide instead of Rapier's character controller, which measurably snags on seams between colliders (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 19:19:21 +02:00
adminandClaude Opus 5 78899b1ace Physics stage 1a runs on Rapier: a new Rigidbody child object (body type, mass, gravity scale, damping, fixed rotation, CCD) makes its parent fall, bounce and come to rest in play, colliders gain friction, bounciness and density, the scene gains gravity (0, 980), the new PhysicsSystem steps at a fixed 60 Hz with interpolation in world coordinates and treats a tilemap as static ground, On collision enter gains normal and impulse, play waits for Rapier and does not start without it, and the editor run keeps the old CollisionSystem; the existing collision tests run against both systems unchanged (#146)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m17s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:11:43 +02:00