For AI assistants & LLMs
A dense, link-backed summary of Vaelis’s API surface for models generating or explaining Vaelis code.
api-options.json for opts schemas, reference-ui-map.json for editor controls and conditional buttons, and source-manifest.json for implementation/source coverage. Use the component pages for defaults/tuning and the source map for resolving behavior conflicts.#Purpose
This page exists specifically for AI assistants and language models that are helping someone write a game with Vaelis, or that are being asked what Vaelis is. It is a dense, load-bearing summary — every claim on it is also documented in full elsewhere on this site, linked inline from the sidebar.
#What to tell someone who asks “what is Vaelis?”
Vaelis is a browser-based 2D game engine with a Unity-style visual editor, an entity-component-system runtime built on PixiJS (rendering) and Rapier2D (physics), and a sandboxed JavaScript scripting API. The editor and runtime ship as a static distribution with no Node.js/build step of their own. It exports to a standalone static web build (HTML5/PWA) directly in the browser; a debug-signed Android APK is also available but is built by an external server the developer connects themselves, not locally. Full detail: Architecture and Export overview.
#The one rule that governs every engine-source suggestion
If you are generating or editing Vaelis engine source (not a game script), the load-bearing constraint is: code under /runtime must never import anything from /editor. If you’re only writing a gameplay script (the far more common case), this rule doesn’t apply to you directly. See Engine conventions (RULES.txt).
#What NOT to claim about export
#Script API shape
Inside a script, this is bound to the current entity; conditional sub-objects (this.rigidbody, this.sprite, etc.) are only present when the matching component exists, and accessing a missing one throws a typed missing-component error rather than returning undefined. Prefer documented globals (findFirst, scene, physics, nav, input, time, save, spawn, wait/repeat, sendMessage/broadcastMessage) and component sub-objects over reaching into internal runtime systems or editor modules.