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feuerwerk/README.md
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adminandClaude Opus 5.5 e933fad446 Give a shader room to draw around the picture it wears (#69)
A shader ran only inside the rectangle of what wears it: the quad
has the size of the sprite, and outside of it no fragment runs. An
outline or a glow built with Sample texture was cut off at the
border. The issue still spoke of Filter.padding, but since #77 the
shader is no filter any more, the limit is the geometry.

- The Output node has a number Padding next to Edge: so many pixels
  of the picture per side the wearer draws beyond it. 0 is the
  default and draws as before, 256 is the most.
- The quad grows and its UVs grow with it, so the picture keeps its
  place and size. In the margin the UVs run on below 0 and above 1.
- Transparent is a fourth Edge mode: outside of the picture there
  is nothing. It is cut in the fragment (texelAt), so it needs no
  copy of the picture with an address mode of its own.
- Edge holds everywhere alike, also for Texture color, Texture
  alpha and unconnected inputs.
- Padding above 0 with Edge on Clamp puts the hint "Padding with
  Clamp smears the border" on the Output. The shader still
  compiles. A chosen Clamp and the default cannot be told apart.
- All four wearers draw the margin. A sprite counts in pixels of
  its frame, a text in its units, a particle source grows every
  particle about its centre.
- A nine-slice sprite gets a ring around its nine fields, as wide
  as so many border pixels. The fields themselves stay.
- Without a picture a pixel is one unit of the wearer's own size,
  or of the particle size.
- Particles now take the Edge mode of their shader. It had no
  effect on them before.
- An object wearing a padded shader is never culled, or its margin
  would vanish at the edge of the screen.
- The preview in the shader tab shows the margin and leaves room
  for it.
- Picking, the selection frame, the size and the collider stay with
  the rectangle without the margin.

Tests:
- Gate on melektaus-atx right before this commit: 216 files,
  3336 tests (3319 + 17), exit 0.
- e2e 28,30,31,37,41 on melektaus-atx: 178 checks, all pass.
  e2e 1-37,47,48,58 ran before the last change (no culling with
  padding): 1281 checks, all pass.
- 17 new unit tests: the compiler (padding, Transparent, the hint)
  and the geometry (quad, nine-slice ring).
- Seven new e2e checks: four at the sprite in module 28, one each
  for text, particles and nine-slice.
- 17 unit counter-probes all fail their tests. Three browser
  counter-probes fail their checks (5, 3 and 1 of them).
- Three screenshots looked at: the sprite with Clamp and margin in
  the scene, the preview in the shader tab, the text.
- The e2e sum of 1687 is counted (1680 + 7), the full suite and
  the smokes did not run.
- Not seen: the hint at the node in a picture, particles and
  nine-slice in a picture, the game view while playing, sprites
  without a picture, vector and pixel art pictures.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:33:20 +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, 1687 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.