adminandClaude Opus 5.5 f03ca0d382
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Successful in 14m43s
Draw a shader in passes with a Pass node (#301)
A Blur stops at radius 8 in one pass, and bloom needs a softened copy
of the picture beside the original. A Pass node cuts the graph: what
feeds it is drawn into a picture of its own first, and the nodes that
read a picture read that one when it feeds them.

- Pass has color and alpha like the Output, a Resolution setting
  (Full, Half, Quarter) and a picture output. Texture color, Texture
  alpha, Sample texture, Blur and Texture size get a picture input.
  Unconnected it is the wearer's own picture, so the original stays
  readable beside any pass.
- picture is a port type of its own. It plugs only into a picture
  input, not even into an any port.
- The walk shared by the compilers can stop at a node (cut). The
  shader compiler draws each Pass it meets as a fragment of its own,
  earlier passes first. A ring through a picture says Feeds itself,
  and more than 8 passes say so at the node.
- A pass draws untinted. The tint comes on when the last part reads a
  picture, so a particle source draws its passes once for all of its
  particles (user decision).
- A pass's picture is the wearer's picture and its Padding, at the
  pixels of the picture times Resolution, at most 2048 per side. It is
  read with the picture's own filter and continues past its frame as
  the Output's Edge says.
- PassPictures keeps one render texture per pass and wearer. It draws
  again only when picture, size, Padding or a uniform changed. A
  field's picture is a render texture that changes under the same id,
  so a field draws its passes every time.
- Sprite, sliced sprite, text, particle source, field shader and the
  Shader tab's preview all draw passes. syncShader takes a fixed
  picture for a 9-slice, which holds its corners but keeps the margin.
- texelAt and blur take the sampler they read. Existing shaders
  compile to the same program apart from that argument.
- A field shader's Blur and Texture size count a pixel as a unit of
  the frame (uPixelScale), not of the screen. Before, a field's blur
  grew when zooming out and shrank when zooming in. This came with
  #170 and #300 and is fixed here because passes inherit it.
- tools/perf-shaders.mjs and tools/perf-field-shaders.mjs measure two
  passes with GM_PERF_PASSES=1 and GM_PERF_PASS_RESOLUTION. Below Full
  an open Pass shrinks the picture first, as the wiki's recipe does.

Found on the way:
- Destroying the pictures before the shader made Pixi warn that a
  texture was still bound. The shader goes first now, and a picture of
  a new size is resized rather than replaced.
- Two passes in a row could draw plain white the first time. Pixi
  builds the code that binds a program's resources once and finds them
  by position. A pass of one graph is often the same program as a pass
  of another with fewer slots, so it bound a placeholder. Every shader
  now declares all 8 pass slots and its uniform group.

Tests:
- Gate on melektaus-atx: 225 files, 3480 tests (3467 + 13), exit 0.
- e2e 28 and 31 on melektaus-atx: 97 checks (94 + 3) and 44 checks
  (43 + 1), all passed, no Pixi warning in the console.
- 28l-vii: a Blur across, a Pass and a Blur down draw the 5x5 spot of
  a Blur of Both (difference 0.000). On a grey sprite a pass's picture
  added to the original is 231/60/60, each tinted once. Two Passes in
  a row after a graph with one show red and green, not white.
- 31v-iii: a Blur of 8 fades a field's frame edge over 8.0 units at
  50 % and at 200 % zoom.
- Counter-checks: a tinted pass fails 1 unit test. Pictures never
  bound fail both e2e checks (spot 0.20 instead of 0.04, 243/158/158).
  Pass slots by the number of passes draw #ffffff, and a field without
  its pixel scale ramps over 16 and 4 units: exactly the two new
  checks fail.
- e2e sum 1716 is counted, not yet measured (1712 + 4).
- Measured on stein2 (HD 630, one run per row): 50 field shaders at
  radius 8 go from 11.4 to 41.3 fps in two passes, 44.4 at radius 16
  (three passes at Half). 800 sprites at radius 8 go from 13.9 to
  24.5 fps. At radius 4 one pass stays faster from 400 sprites on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:51:18 +02:00
2026-09-13 10:35:16 +02:00

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.

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.

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:

node tools/seed-e2e.mjs && node tools/e2e.mjs      # the editor, 1716 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.

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
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 Play sound
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 a sprite wears, their node set, the properties they declare
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
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/game-maker/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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