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

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.

Particles
Burst, fade, gravity
Rings
Shockwaves, gradients
Arcs
Melee sweeps, shapes
Float Text
Damage, pickups
Labels
Names, icons
HP Bars
Per-sprite health
Tweens
Property animation
Gradients
fire, ice, holy, poison

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.

Next Steps