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feuerwerk/README.md
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adminandClaude Opus 5 6e3e8d23c5
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 8m42s
Combining vector shapes keeps the curves it did not cut (#208)
Until now every boolean operation on vector art threw the curves away.
The shapes were flattened into line segments, the operation ran on those
segments, and the result came back as a polygon. A circle that nothing
even touched came out of an Exclude with 40 corners instead of its four
points and handles. Now the result carries the original curves again,
and only the edges the operation really drew stay straight.

- While flattening, every sample point remembers which curve it came
  from and where on that curve it sits. The operation runs on the same
  segments as before, so nothing about the boolean result changes.
- When a run of result points walks along one of those curves, that
  piece is cut out of the original curve again with de Casteljau. This
  is an exact cut, not a fit through the points.
- An edge whose two ends sit on the same curve but whose middle does
  not follow it stays straight. Without that rule a cut-off cap would
  bulge back into the shape.
- A closed contour keeps at least three points, so a lens shape does
  not collapse into two.
- The rule lives in its own module, src/core/model/vectorCurves.ts.
  vectorBoolean.ts only hands it the table of sampled points.

Findings:

- The two intersection points themselves sit up to 0.09 canvas pixels
  off the original curve. Clipper cuts the flattened segments, not the
  curves, so this was the case before as well and stays inside the
  0.2 px sampling tolerance.
- Refining those points with Newton steps on the curve was measured and
  gave nothing back (0.02952 px instead of 0.02978 px), because the
  error is in the intersection itself and not in the estimate. The code
  was removed again.
- Theme.ts rowHeight 22 -> 24 is in this commit. The change is not mine,
  it was already in the working tree; gate and module 47 are green with
  it.

Tests:

- ./check.sh: 143 files, 2133 tests, exit 0 (was 2127)
- e2e module 47 on a fresh seed: all passed, 59 checks (was 57)
- 6 new unit tests: untouched circle, untouched side plus a straight cut
  edge, a cut in the middle of a curve, a chord crossing one curve
  twice, two overlapping circles, the three point minimum
- 2 new e2e checks in block 47p: point count and handles from the model,
  plus a pixel pair on the round edge
- Four counter-proofs, all bite: no reconstruction -> 5 unit tests and
  the e2e check fail with 35 points and nothing curved; no chord test ->
  the cap bulges back to 28.28; no three point rule -> the lens test
  fails; handles halved -> the pixel check reads background

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 05:31:05 +02:00

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# 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.
![](screenshot.png)
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, 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.
```bash
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:
```bash
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1304 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](https://git.nockal.com/meleki/game-maker/wiki/Development).
## Documentation
| Page | What it covers |
|---|---|
| [Concepts](https://git.nockal.com/meleki/game-maker/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
| [Accounts](https://git.nockal.com/meleki/game-maker/wiki/Accounts) | Signing in and out, the accounts, who a project belongs to, what the check tools need |
| [Scenes](https://git.nockal.com/meleki/game-maker/wiki/Scenes) | The edited scene, the start scene, and switching scenes from a graph |
| [Scene editing](https://git.nockal.com/meleki/game-maker/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
| [Behaviors](https://git.nockal.com/meleki/game-maker/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
| [Colliders](https://git.nockal.com/meleki/game-maker/wiki/Colliders) | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
| [Physics](https://git.nockal.com/meleki/game-maker/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step |
| [Textures](https://git.nockal.com/meleki/game-maker/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
| [Fonts](https://git.nockal.com/meleki/game-maker/wiki/Fonts) | Font assets, the picker, what a text falls back to |
| [Sounds](https://git.nockal.com/meleki/game-maker/wiki/Sounds) | Sound assets and `Play sound` |
| [Animations](https://git.nockal.com/meleki/game-maker/wiki/Animations) | Animation assets and the Animation tab |
| [Shaders](https://git.nockal.com/meleki/game-maker/wiki/Shaders) | Shader graphs a sprite wears, their node set, the properties they declare |
| [Particles](https://git.nockal.com/meleki/game-maker/wiki/Particles) | Particle graphs: a particle as a function of its age |
| [State machines](https://git.nockal.com/meleki/game-maker/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
| [Containers](https://git.nockal.com/meleki/game-maker/wiki/Containers) | Templates, instances, screens |
| [Tiles](https://git.nockal.com/meleki/game-maker/wiki/Tiles) | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
| [Tilemaps](https://git.nockal.com/meleki/game-maker/wiki/Tilemaps) | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
| [Plugins](https://git.nockal.com/meleki/game-maker/wiki/Plugins) | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1 |
| [Keyboard](https://git.nockal.com/meleki/game-maker/wiki/Keyboard) | Every shortcut |
| [Architecture](https://git.nockal.com/meleki/game-maker/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
| [Development](https://git.nockal.com/meleki/game-maker/wiki/Development) | Commands, the e2e suite, the example games, CI |
| [API](https://git.nockal.com/meleki/game-maker/wiki/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](https://git.nockal.com/meleki/game-maker/wiki) page.