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feuerwerk/README.md
T
adminandClaude Opus 5.5 9e869df063
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Successful in 13m44s
Free a redrawn picture only once no shader names it (#293)
Editing a vector drawing made Pixi warn "destroyed while still bound
to a shader", twice with every change, once it had begun. It began
where an object wears the drawing through a shader asset. Each
change draws the picture anew and destroyed the one before it, but
the mesh of that object keeps its picture bound until it syncs. The
issue also asks for the button "Add shape" to go: a shape without
points cannot be given any, the Pen draws a new one.

- GeneratedPictures takes two more callbacks. inUse says that a
  picture cannot be freed yet, soon runs a retry once whoever asked
  is done.
- A replaced picture that is still in use waits in a list of its
  own. It is freed right after the redraw that asked, as a rule. On
  a later ask where its wearer was not part of that redraw.
- TextureLibrary tells a bound picture by the listeners for change
  on its source. Under WebGL the bind groups are the only ones that
  listen there. The retry is a microtask.
- The rule is asked for every drawn picture alike, whoever wears it.
- The inspector of a drawing and of a shape has no "Add shape" any
  more. "Delete shapes" for several selected shapes stays.

Decided here:

- Under the list of shapes a second note says "The Pen draws a new
  shape." while only the asset is selected.

Found on the way:

- Reproduced on a throwaway copy of the project the report came
  from: 6 warnings for 3 changes with the shader override on the
  object, none without it. After the change none, and no replaced
  picture is left waiting.
- The fixture project of the tests never showed the warning. No
  object there wore a drawing through a shader.

Tests:
- Gate on melektaus-atx: 211 files, 3219 tests (3209 + 10), exit 0
- e2e 47,48 on melektaus-atx: 113 checks, all pass
- e2e 28,30,31,39,40,47,48: 350 checks, all pass, run before the
  wording of the new note changed
- The first gate was red: an existing test read the wording of the
  note that had changed. Only three test files had been run after
  the change.
- No full run and no smokes. The sum of 1668 (1667 + 1) is reckoned,
  1667 is what CI counted for ec2fd90.
- Ten unit tests, five of them against the real bind group of Pixi
  in tests/viewport/bound-pictures.test.ts
- One e2e check in block 47b-ii of module 47: a drawing worn through
  a shader, three changes, no warning. The check on "Add shape" now
  reads that there is no such button.
- Nine unit counter-probes and two browser counter-probes all fail
  their tests. Without the change the new check counts 6 warnings.
- Not checked: a tilemap or a particle emitter holding a picture
  bound the same way. Nothing was looked at after the build, the
  new note included.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 13:03:37 +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, variables, struct,
collider, rigidbody, container, clip area, texture, vector art, pixel art, palette, animation,
curve, tile, tilemap, state machine, shader, font, sound, 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.
```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, 1668 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 |
| [Structs](https://git.nockal.com/meleki/game-maker/wiki/Structs) | Struct assets: a named shape that struct variables, fields and `Pack`/`Expand` follow |
| [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 |
| [Vector art](https://git.nockal.com/meleki/game-maker/wiki/Vector-Art) | Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes |
| [Pixel art](https://git.nockal.com/meleki/game-maker/wiki/Pixel-Art) | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
| [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 |
| [Curves](https://git.nockal.com/meleki/game-maker/wiki/Curves) | Easings drawn by hand, the Curve tab, using one on a key or a `Lerp` |
| [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.