@silkweaver/engine
v1.3.3
Published
Silkweaver game engine — a GMS 1.4-inspired WebGL2 runtime library (usable standalone, no editor required)
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@silkweaver/engine
The runtime engine behind Silkweaver — a 2D game engine inspired by GameMaker Studio 1.4, written in TypeScript and rendering with WebGL 2.
You can use it entirely on its own: no editor, no project format, no build step you don't control. Install it, import the functions you need, and drive your own loop.
npm install @silkweaver/engineimport { renderer, game_loop, EVENT_TYPE, draw_set_color, draw_rectangle, c_white } from '@silkweaver/engine'
renderer.init(document.querySelector('canvas'), 640, 480)
game_loop.register(EVENT_TYPE.draw, () => {
draw_set_color(c_white)
draw_rectangle(32, 32, 96, 96, false)
})
game_loop.start()If you've used GameMaker, the API will feel familiar — the same names (draw_sprite,
instance_create, keyboard_check, audio_play_sound), adjusted to sensible JS conventions
(0-based indexing, native arrays, Promises). You get drawing, sprites, audio (including 3D/spatial),
matter.js physics, input (keyboard/mouse/gamepad/touch), paths, timelines, particles, the ds_*
data structures, networking, and the maths/string/random helpers.
- Rendering: WebGL 2 · Audio: Web Audio · Physics: matter.js
- Docs: the full, source-generated API reference lives in the main repository.
- License: GPL-3.0
Want sprites/objects/rooms and a visual editor instead of wiring the loop yourself? That's the rest
of Silkweaver — the IDE and the silkweaver CLI.
