Documentation
Learn how to build high-performance tile-based games with Glyft. GPU-first architecture means 5,000 sprites at solid 60 FPS.
Installation, basic setup, and your first game
Config-driven sounds, collisions, music, and stats
Velocity-driven animation, sprite modes, overrides
Pattern matching, built-in actions, custom handlers
GPU particles, rings, arcs, floating text, labels, HP bars, tweens
Declarative SFX synthesis, reactive triggers, melody sequencer
Opt-in game systems: projectiles, AI, rooms, dialogue, death, HUD
Complete API documentation generated from source
Installation
Basic Setup
Create a game with a tilemap and player sprite. The game loop runs at 60fps with a fixed timestep. Velocity-driven animation means you just setvx andvy - the GPU handles direction and frame selection automatically.
Atlas Format
Glyft uses the standard TexturePacker JSON format. Export your sprites from any atlas tool that supports this format.
Config-Driven Design
Define sounds, collisions, and music as data. The engine triggers them automatically based on pattern matching. You only write code for input handling and AI.
GPU Effects
All visual effects are GPU-rendered with instanced drawing — each system uses a single draw call regardless of how many effects are active. Zero per-frame allocations.
Addons
Opt-in game systems that extend the engine via game.use(). Each addon is self-contained and tree-shakeable — import only what you need.