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>
Game Maker
A browser-based tool "one step before a game engine": create assets (scenes, cameras, sprites), place them into scenes, tweak their properties in an inspector and press Play – all in one program, all drawn inside a single WebGL canvas.
Live: https://nockal.com/game-maker/ · Widget playground: https://nockal.com/game-maker/?playground
The documentation is the wiki: https://git.nockal.com/meleki/game-maker/wiki – every concept, node, tab and shortcut, plus the architecture and the development workflow. This file is the short way in.
In one screen
- An asset is a named, typed thing (scene, camera, sprite, text, behavior, collider, rigidbody, container, texture, vector art, pixel art, palette, font, sound, animation, state machine, shader, particles, variables, tile, tilemap) with properties and no position.
- A scene object places an asset: position, sparse overrides of its properties, an optional parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
- A container is a reusable group edited once and placed many times; its content is resolved from the template on every read. A screen is a container switched on and off.
- A behavior is logic as a node graph, placed like anything else and parented to the object it acts on. Play has no built-in behaviour – everything that happens is a graph.
- An account owns projects: the editor asks for a user name and a password first, and each account sees only its own projects. The Account menu at the far right of the toolbar changes the password and signs out.
- Play runs a throwaway copy of the project; every panel stays usable and Stop brings back exactly what was saved.
Quick start
Node 22 is required.
npm install
npm run dev # http://localhost:5175/game-maker/dist/ – API calls are proxied to production
npm run check # typecheck + lint + format:check + unit tests – the gate CI runs too
npm run build # writes dist/ and regenerates index.html; the folder is what nginx serves
The browser suite and the three example games need a machine with a GPU:
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1384 checks (GM_STEPS=20 for one step)
# every tool signs in first – see the Accounts page
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
Every push runs all of it on the Gitea runner – the gate as one job, build and suite as another beside it – so locally take the gate plus the step your change touches and leave the full run to CI. Details, the GPU requirement and the detached runner are in Development.
Documentation
| Page | What it covers |
|---|---|
| Concepts | Assets, scene objects, overrides, play mode, the camera, the console |
| Accounts | Signing in and out, the accounts, who a project belongs to, what the check tools need |
| Scenes | The edited scene, the start scene, and switching scenes from a graph |
| Scene editing | Placing, z-order, hierarchy, the editor offset |
| Behaviors | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
| Colliders | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
| Physics | Rigidbodies, the collider material, gravity, the fixed step |
| Textures | Images, frames, nine-slice, the filter, upload limits |
| Vector art | Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes |
| Pixel art | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
| Fonts | Font assets, the picker, what a text falls back to |
| Sounds | Sound assets and Play sound |
| Animations | Animation assets and the Animation tab |
| Shaders | Shader graphs a sprite wears, their node set, the properties they declare |
| Particles | Particle graphs: a particle as a function of its age |
| State machines | The asset, named transitions, State branch, Set state and State transition |
| Containers | Templates, instances, screens |
| Tiles | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
| Tilemaps | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
| Plugins | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1 |
| Keyboard | Every shortcut |
| Architecture | Stack, source layout, the rules that keep it organised |
| Development | Commands, the e2e suite, the example games, CI |
| API | The PHP JSON API and the project document |
Ideas, gaps and bugs
They live in the issue tracker: https://git.nockal.com/meleki/game-maker/issues. What is not there yet is listed on the wiki's Home page.
