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
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.
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.