adminandClaude Opus 5.5 2333f66ba2
feuerwerk / gate (push) Successful in 5m55s
feuerwerk / suite (push) Successful in 20m21s
Keep e2e 65 and 67 green in the full suite after #410
Suite 755 for b17a924 was red in three places. Both e2e 65 and e2e 67
were green on their own. Two of the new checks did not fit into the
full run. The product is not at fault.

- e2e 66 (66s): the per-frame pixel read never stopped. splice(0)
  emptied the array, so the length bound was never reached. Each
  pixelAt leaves the stage shifted to its pixel until the next
  drawing. The editor, idle after Stop, kept it at (-710, -376), so
  the Play click of e2e 67 hit no object. The loop now ends on a flag
  while the run still draws each frame.
- e2e 65 (65k2, 65k3): the console panel keeps 500 lines and is never
  cleared in the suite. Lines of earlier steps pushed the first beats
  out, so the beats began at 1.3. The checks now read the harness's
  console log since Play, which has no limit.
- 65k2 also writes panelBusiest, the three most frequent other lines
  in the panel. The next CI run names the module that logs that much.

Tests (melektaus-atx):
- e2e 66+67 before the fix: 67 breaks off as in CI.
- e2e 66+67 with the fix: ALL PASSED, 52 checks.
- e2e 65 under a flood of 100 lines/s: ALL PASSED, 76 checks.
  The old reading under the same flood shows the CI picture.
- e2e 65+66+67: ALL PASSED, 126 checks (a first run had the known
  e2e 67 firstAt wobble, 0.1).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 13:05:46 +01:00
2026-09-13 10:35:16 +02:00

Feuerwerk

feuerwerk

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/feuerwerk/ · Widget playground: https://nockal.com/feuerwerk/?playground

The documentation is the wiki: https://git.nockal.com/meleki/feuerwerk/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, variables, struct, collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX, instrument, pattern, song, bus, video, composition, particles) 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. Release… shares a link that plays the saved game on its own, without the editor and without signing in.

Quick start

Node 22 is required.

npm install
npm run dev          # http://localhost:5175/; API and data 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, 2090 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 runners: 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
Structs Struct assets: a named shape that struct variables, fields and Pack/Expand follow
Colliders Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts
Physics Rigidbodies, the collider material, gravity, the fixed step, joints
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 clips, Play sound, buses and the Master routing, sound FX
Instruments Instruments as node graphs, Chips and presets, the keys of the Instrument tab, Play note
Patterns Patterns and the piano roll, playing one in a loop or from a game
Songs Songs, their tracks and items, routing, recording, playing one from a game
Videos Video assets and clips, wearing one on a sprite, recording the game view or the editor
Animations Animation assets and the Animation tab
Curves Easings drawn by hand, the Curve tab, using one on a key or a Lerp
Shaders Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions
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
Compositions Objects, videos and sounds laid out in time, the Composition tab, playing one in a game
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/feuerwerk/issues. What is not there yet is listed on the wiki's Home page.

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Description
Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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