Stage 3 of the rename. The repo now lives at meleki/feuerwerk, the runners carry feuerwerk labels and the WSL distro on melektaus-atx is called feuerwerk-ci. The code has to follow, or CI finds no runner and the suite no longer picks the GPU path. - ci.yml: workflow name feuerwerk, jobs on feuerwerk-ci (gate, stein2) and feuerwerk-wsl (suite, melektaus-atx). - GAME_MAKER_* variables are now FEUERWERK_*. This includes FEUERWERK_BROWSER=wsl, which the runner config on melektaus-atx sets. - The video worker runs as container feuerwerk-video with the image feuerwerk-video and works on /srv/feuerwerk. - e2e.sh starts the unit feuerwerk-e2e, the CI image keeps its paths under the new name. - README and repo links point to git.nockal.com/meleki/feuerwerk. The old URLs still redirect with 301. Both runners keep their old labels until the first CI run with this ci.yml is through. Then they go, together with the image tag game-maker-ci:latest and GAME_MAKER_BROWSER in the atx config. Tests: - Gate on melektaus-atx through the renamed distro: CHECK EXIT 0, 307 files, 4756 tests. - e2e 60 on melektaus-atx: ALL PASSED, 20 checks. Renderer is the RTX 4070 through D3D12, so FEUERWERK_BROWSER reaches the GPU path. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
100 lines
7.5 KiB
Markdown
100 lines
7.5 KiB
Markdown
# Feuerwerk
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[](https://git.nockal.com/meleki/feuerwerk/actions?workflow=ci.yml)
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A browser-based tool "one step before a game engine": create **assets** (scenes, cameras,
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sprites), place them into scenes, tweak their properties in an inspector and press **Play** –
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all in one program, all drawn inside a single WebGL canvas.
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Live: <https://nockal.com/feuerwerk/> · Widget playground: <https://nockal.com/feuerwerk/?playground>
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**The documentation is the wiki:** <https://git.nockal.com/meleki/feuerwerk/wiki> – every concept,
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node, tab and shortcut, plus the architecture and the development workflow. This file is the short
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way in.
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## In one screen
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- An **asset** is a named, typed thing (scene, camera, sprite, text, behavior, variables, struct,
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collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette,
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animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX,
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instrument, pattern, song, bus, particles) with properties and no position.
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- A **scene object** places an asset: position, sparse **overrides** of its properties, an optional
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parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
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- A **container** is a reusable group edited once and placed many times; its content is resolved
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from the template on every read. A **screen** is a container switched on and off.
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- A **behavior** is logic as a node graph, placed like anything else and parented to the object it
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acts on. Play has no built-in behaviour – everything that happens is a graph.
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- An **account** owns projects: the editor asks for a user name and a password first, and each
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account sees only its own projects. The Account menu at the far right of the toolbar changes
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the password and signs out.
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- **Play** runs a throwaway copy of the project; every panel stays usable and Stop brings back
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exactly what was saved. **Release…** shares a link that plays the saved game on its own, without
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the editor and without signing in.
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## Quick start
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Node 22 is required.
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```bash
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npm install
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npm run dev # http://localhost:5175/feuerwerk/dist/ – API calls are proxied to production
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npm run check # typecheck + lint + format:check + unit tests – the gate CI runs too
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npm run build # writes dist/ and regenerates index.html; the folder is what nginx serves
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```
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2065 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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```
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Every push runs all of it on the Gitea runners – the gate as one job, build and suite as another
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beside it – so locally take the gate plus the step your change touches and leave the full run to
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CI. Details, the GPU requirement and the detached runner are in
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[Development](https://git.nockal.com/meleki/feuerwerk/wiki/Development).
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## Documentation
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| Page | What it covers |
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|---|---|
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| [Concepts](https://git.nockal.com/meleki/feuerwerk/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
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| [Accounts](https://git.nockal.com/meleki/feuerwerk/wiki/Accounts) | Signing in and out, the accounts, who a project belongs to, what the check tools need |
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| [Scenes](https://git.nockal.com/meleki/feuerwerk/wiki/Scenes) | The edited scene, the start scene, and switching scenes from a graph |
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| [Scene editing](https://git.nockal.com/meleki/feuerwerk/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
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| [Behaviors](https://git.nockal.com/meleki/feuerwerk/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
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| [Structs](https://git.nockal.com/meleki/feuerwerk/wiki/Structs) | Struct assets: a named shape that struct variables, fields and `Pack`/`Expand` follow |
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| [Colliders](https://git.nockal.com/meleki/feuerwerk/wiki/Colliders) | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
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| [Physics](https://git.nockal.com/meleki/feuerwerk/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step, joints |
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| [Textures](https://git.nockal.com/meleki/feuerwerk/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
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| [Vector art](https://git.nockal.com/meleki/feuerwerk/wiki/Vector-Art) | Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes |
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| [Pixel art](https://git.nockal.com/meleki/feuerwerk/wiki/Pixel-Art) | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
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| [Fonts](https://git.nockal.com/meleki/feuerwerk/wiki/Fonts) | Font assets, the picker, what a text falls back to |
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| [Sounds](https://git.nockal.com/meleki/feuerwerk/wiki/Sounds) | Sound assets and clips, `Play sound`, buses and the Master routing, sound FX |
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| [Instruments](https://git.nockal.com/meleki/feuerwerk/wiki/Instruments) | Instruments as node graphs, Chips and presets, the keys of the Instrument tab, `Play note` |
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| [Patterns](https://git.nockal.com/meleki/feuerwerk/wiki/Patterns) | Patterns and the piano roll, playing one in a loop or from a game |
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| [Songs](https://git.nockal.com/meleki/feuerwerk/wiki/Songs) | Songs, their tracks and items, routing, recording, playing one from a game |
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| [Animations](https://git.nockal.com/meleki/feuerwerk/wiki/Animations) | Animation assets and the Animation tab |
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| [Curves](https://git.nockal.com/meleki/feuerwerk/wiki/Curves) | Easings drawn by hand, the Curve tab, using one on a key or a `Lerp` |
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| [Shaders](https://git.nockal.com/meleki/feuerwerk/wiki/Shaders) | Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions |
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| [Particles](https://git.nockal.com/meleki/feuerwerk/wiki/Particles) | Particle graphs: a particle as a function of its age |
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| [State machines](https://git.nockal.com/meleki/feuerwerk/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
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| [Containers](https://git.nockal.com/meleki/feuerwerk/wiki/Containers) | Templates, instances, screens |
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| [Tiles](https://git.nockal.com/meleki/feuerwerk/wiki/Tiles) | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
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| [Tilemaps](https://git.nockal.com/meleki/feuerwerk/wiki/Tilemaps) | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
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| [Plugins](https://git.nockal.com/meleki/feuerwerk/wiki/Plugins) | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1 |
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| [Keyboard](https://git.nockal.com/meleki/feuerwerk/wiki/Keyboard) | Every shortcut |
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| [Architecture](https://git.nockal.com/meleki/feuerwerk/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
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| [Development](https://git.nockal.com/meleki/feuerwerk/wiki/Development) | Commands, the e2e suite, the example games, CI |
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| [API](https://git.nockal.com/meleki/feuerwerk/wiki/API) | The PHP JSON API and the project document |
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## Ideas, gaps and bugs
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They live in the issue tracker: <https://git.nockal.com/meleki/feuerwerk/issues>. What is not
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there yet is listed on the wiki's [Home](https://git.nockal.com/meleki/feuerwerk/wiki) page.
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