NIB 1.1.0:完善編輯、儲存、重新開啟及匯出流程
NIB 1.1.0: refining the edit, save, reopen and export loop
NIB 發佈穩定版 1.1.0,改善遊戲編輯器的編輯、儲存、重新開啟及匯出流程。版本包含 62 項 MCP 工具,發佈候選版通過 364 個無頭測試檔案及指定的整合與匯出檢查。NIB 屬專有軟件,個人、教育及商業遊戲用途均可免費使用,毋須訂閲或支付版税。
I have released NIB 1.1.0, the next stable version of my visual 2D/3D game editor and engine. Since 1.0.1, I have been working on how the parts of the editor behave together: scene changes, scripts and resources, Play/Stop, persistence and the exported game.
NIB combines a visual workspace with JavaScript gameplay. You can edit directly or connect a separately configured compatible MCP client. The public download is a compiled browser-editor ZIP; it needs Node.js 22.12+ and desktop Chromium, but no engine build or npm installation.
Download and release notes · Official website and playable demos
NIB now has its own official website
I have also launched thenibengine.com as NIB's official home. You can play game demos in the browser, explore the engine tools and find the documentation and current stable download in one place.
The workflow I want people to try
- Open a starter project and change one scene or script.
- Enter Play, inspect the result, then return to editing.
- Save, close and reopen the project.
- Export Single HTML or Web Project ZIP and run the exported game independently.
That small sequence crosses several boundaries: authored state versus runtime state, in-memory resources versus saved project data, and editor behavior versus an independent build. It is also a useful way to give focused feedback on 1.1.0.
What changed after 1.0.1
The editor updates cover scene authoring, selection/history, Play/Stop, panel layouts and asset refresh. Project transfers, external script-conflict handling, backups and recovery have also been refined.
The authoring workflows for terrain and foliage, materials, rigs, animation graphs, explicit retargeting, Timeline, game UI and localization received improvements and more detailed reference guides. These are developments of the existing tools; they should not be read as a list of features that all appeared for the first time in 1.1.0.
Runtime work covers entity/component contracts, level transitions, cameras, input, physics, grid navigation, animation, audio and resource ownership. Rendering work includes WebGL2/WebGPU behavior, HDRI refresh, visibility, batching and effect/resource lifetimes.
Motion blur with a defined scope
1.1.0 includes camera-only motion blur for perspective views of depth-writing surfaces. It does not calculate independent object velocities. That distinction matters when evaluating a moving character against a static camera: camera motion and per-object motion are different inputs.
The capabilities guide keeps the supported scope and remaining limitations together. WebGPU availability also depends on browser, device and content; selecting it is not a guarantee of identical output or greater speed on every GPU.
Imports and exports should be inspectable
Model/asset import, standalone HTML and Web Project export, optional Windows game packaging and local MCP authoring have been improved. Validation and failure reports are part of the workflow. A rejected operation should give the author something to investigate, rather than be presented as a successful result.
Players of a hosted web export need neither NIB nor Node.js. The optional Windows packager wraps a Single HTML game as a portable unsigned x64 Electron application; it is separate from the desktop editor installer, which remains in development.
The optional MCP path
The release server still exposes 62 tools for project inspection, scene/script/resource authoring, screenshots, Play tests and export. For example, an assistant can inspect the current project, make a bounded change, capture the result and test it while the user retains the visual editor.
The client and any AI provider are configured separately. The engine does not bundle an AI subscription or guarantee that a prompt becomes a finished game. The versioned MCP guide documents the current interface and operation boundaries.
Upgrading an existing project
Back up your projects and extract 1.1.0 into a separate folder. Browser-storage projects need their own export or transfer; copying a folder does not copy browser storage. Check save/reopen and an independent game export before retiring the older installation. Corrected behavior and stricter validation may affect projects that relied on invalid data or defects.
The upgrade guide and compatibility guide cover the details. The release candidate passed 364 headless test files, P0 integration checks, clean startup and isolated WebGL2/WebGPU authoring/save/reopen/export checks. That scoped validation does not imply coverage of every device, OS or project.
Try a small project
The editor includes ten playable starter games, six rendering/animation showcases and empty 2D/3D scenes. The new reference material includes a first 2D game tutorial and preset learning paths.
NIB is proprietary and free for personal, educational and commercial games, with no mandatory subscription or royalties. Your original game code and assets remain yours; preserve the required runtime and third-party notices when distributing games.
If you test the update, I would appreciate a small reproducible example for any failure, along with browser/backend details where relevant. I am particularly interested in where the edit/save/reopen/export loop breaks down for a first-time user.
Full changelog · Getting started · Bug reports · Questions and feedback
Earlier trailer and short-demo footage remains footage of NIB 1.0.0. Two Thrones is a separate showcase, not a promised part of this archive.
來源:DEV Community · dev.to