adminandClaude Opus 5.5 fd6af84474
game-maker / gate (push) Successful in 3m0s
game-maker / suite (push) Failing after 8m37s
Keep the texture tab smooth with many collision outlines (#220)
With a large sheet the texture tab stalled on every mouse move. A
profile over a pan with 1728 frames showed two causes. Half of the time
went into convexPieces, which split every outline into convex pieces
only to pick its colour. And every pointer move during a pan rebuilt
and re-tessellated the whole overlay geometry.

- TextureCanvas draws on two layers. `sheet` holds every frame except
  the selected one and is rebuilt only when the zoom, the selection or
  one of those frames changes. `overlay` holds the selected frame, its
  handles and the rubber band of a new frame.
- Both layers are drawn without the pan. A pan only moves the
  container and places the name labels again.
- SheetCanvas has a new hook `panned()`. By default it calls `redraw()`
  as before, so Pixel Art and Vector Art are unchanged.
- The validity of an outline is remembered per outline and comes from
  polygonProblem, with the same result. This works because the model
  replaces an outline list on every change and never edits it in
  place, the same as frameOutline.ts already relies on.
- The name plates stay below the outlines and the texts on top. Checked
  on a screenshot: the corner handle next to a label sits on top.
- New debug hook `__gm.texture.drawInfo()` with the rebuild count, the
  outline count and the screen positions of outlines and names.

Measured with a throwaway probe, 1728 frames, 120 moves, main thread
time per move, before and after in the same browser:

- Middle-click pan: 76.9 ms -> 4.7 ms (4.4 ms without frames)
- Dragging a frame: 51.7 ms -> 10.1 ms
- Wheel zoom: 52.2 ms -> 30.9 ms
- Selecting another frame: 67.6 ms -> 41.0 ms

Findings:

- Wheel zoom and selection still rebuild `sheet` once on purpose. That
  stays a single hitch per notch or click on very large sheets.

Tests:

- ./check.sh: 148 files, 2214 tests, CHECK EXIT 0.
- e2e 1-16,37,39-43 on the final build: ALL PASSED, 641 checks.
- Three new checks in 42c-ii. A corner drag does not rebuild the other
  frames. An undo on an unselected frame reaches the picture (1 -> 2
  outlines). A pan moves outlines and names by exactly 40/25 px without
  a rebuild.
- Counter-checks: a missing outline in the cache key and a pan that
  does not move each fail at their check. The selected frame in the
  key fails alone with 9 rebuilds during an 8-step drag.
- Check total 1333 -> 1336 (confirmed by CI at ceaa44e, task 259).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 15:57:13 +02:00
2026-09-13 10:35:16 +02:00
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +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, collider, rigidbody, container, texture, vector art, pixel art, palette, 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.

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, 1336 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
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
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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Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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