BeamNG.Earth
BeamNG.drive용 1:1 비율 실시간 지구, 실제 고도·위성 이미지·부동 원점·보조 서버에서 LOD 스트리밍
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1분 만에 확인하기The interactive fiction tools out there were either too difficult to use, had unintuitive UI, or took hundreds of megabytes of space and memory for not that much functionality. So we made our own.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Write a branching story, find out it really works, and share it as one small game file.
Open the editor · Landing page · Reusable packages
A single-file, offline editor for branching "choose your own path" stories, with a built-in checker that finds what is broken.
You can also download index.html from this page and double-click it; nothing needs installing.
Branching stories break in ways rereading cannot catch, like an ending that needs a key only another route hands out. Because the rules are data rather than code, the editor can test every situation instead of hoping a playtester stumbles on the problem. And because it is one offline file, a story does not depend on a website, an account or an install. How it compares with Twine, Ink, Yarn Spinner and ChoiceScript, with sources, is in docs/FORMAT-COMPARISON.md.
| Works with Twine and your devices | No ads, no accounts, no network | One file that runs almost anywhere | Open source, with a quick tour | Exact checker | Story Page Map |
|---|---|---|---|---|---|
| Imports Twine 2 HTML, Twee 3 and Twine 1 stories, turns SugarCube and Harlowe code into rules and tells you in plain words what could not carry over. Runs in ungoogled Chromium, Firefox, WebKit and Android Chrome. Exported games run in somewhat older browsers still. | No ads, no sign-in, no tracking and no data sent anywhere. The editor is not allowed to make a network connection at all, so your story never leaves your device, and everything works offline. | The whole editor is one 298 KB HTML file. Nothing to install, no administrator rights and no special computing knowledge: open it in your browser. It fits phones, tablets and computers at almost any screen size, and a finished game is one small file too, about 25 to 50 KB. | MIT licensed and free to use, change and share. The first time you open the editor a short spotlight tour shows the main areas; replay it from Options, Take the tour, or read the Quick guide inside the editor. | Tries every combination of items, numbers and dice to find dead ends and unreachable endings. | Several views, from a plain flow to a bird's-eye shape of the whole story, with your pages, choices and routes drawn as a picture you can search and click. |
Measured in Chromium 155, Firefox 158 and WebKitGTK 2.52, on one 4-core machine, from the single file the editor ships as (median of repeated runs; lower is better). The checker rows were measured again on 2026-10-31 as the average of many repeated checks, the typing row on 2026-10-31 as the median of 40 keys; the other rows are from 2026-10-29.
| Measure (lower is better) | Chromium | Firefox | WebKitGTK |
|---|---|---|---|
| Check after an edit, The Keeper's Light (34 pages, 649 situations) | 0.7 ms | 0.7 ms | 0.7 ms |
| Check after an edit, a generated test story (316 pages, 24,313 situations) | 6.8 ms | 7.3 ms | 7.2 ms |
| Check after an edit, a generated 100-page story (78,726 situations) | 25 ms | 28 ms | 29 ms |
| Same 316-page check, JavaScript only (no WebAssembly) | 33 ms | 47 ms | 43 ms |
| Lay out the Story Page Map of 316 pages (layout only, warm) | 2.4 ms | 3.0 ms | 2.9 ms |
| Open the Story Page Map of 316 pages, first time | 48 ms | 27 ms | 72 ms |
| Typing in the 316-page test story, the editor's own work per keystroke | 5.0 ms | 5.6 ms | 8.2 ms |
| Open the editor from the file, ready to type | 285 ms | 369 ms | 932 ms |
These numbers are no accident. A significant effort went into making the story engine fast, so that it keeps up as stories grow. As games become far more massive, their mechanics more sophisticated, their visuals richer, and their playthroughs wildly different, logical and fun paths, the engine is built to scale with that complexity instead of slowing under it.
The editor is one 298 KB file. A finished game is 42 KB for 34 pages and 45 KB for a generated 316-page story. Every build plays 400 random stories out move by move and requires the checker to agree. Firefox rounds its timers to whole milliseconds. More on the landing page: about.html.
The Story Page Map of The Keeper's Light with the good paths lit in green:
Everything is MIT-licensed and has no dependencies. The editor's logic was cut out into small packages, generated from the editor's own sources (so there is one copy to maintain, and a test fails if they drift apart). Each folder has a README (what it does, how it differs from what already exists, its limits), an AGENTS.md for AI helpers, TypeScript types, an example you can run, and tests that require identical answers to the editor on hundreds of random stories.
| Package | One line |
|---|---|
| story-format | The data model for branching stories as plain JSON, with a JSON Schema, a safe sanitizer for any input, a plain-text story syntax, find/replace, Markdown manuscript. |
| twine-import | Reads Twine stories (Twine 2 HTML, Twee 3, Twine 1) and turns SugarCube and Harlowe code into rules, with a plain-words report of what it could not carry over. |
| story-outline | Turns an indented outline (page names, choices indented under them) into pages and choices, or into a whole story. |
| story-diff | Says in plain words what one edit did to a story: "Add page “The Cellar”", "Delete a choice on “Start”". |
| story-check | An exact checker: explores every combination of items, numbers and dice to find dead ends and endings no player can reach, and says why. |
| story-player | One story in, one small offline HTML game out; plus a "play it from code" session and a terminal player. |
| story-map | Layered, arc, matrix and shape drawings of a story graph, choke points, simulated players, drawing metrics, SVG output. |
| zip-page | Shrinks one HTML page into a self-unzipping page, with a small readable inflater as fallback. |
Only pieces that are not already well covered by open source were split out; each README names the closest existing projects and says honestly how this one differs. Small pieces for browser games (curtains, saves, frame pacing and more) live in the sibling repository JS-modules.
npm install # esbuild and prettier, for the package build
npm run build # regenerate packages/*/src/generated.js and dist/ from editor/*.js
npm test # packages up to date, README samples, every package's tests, the editor's contract test (no browser needed)
npm run editor # build the editor: editor/story-editor.html (needs Python 3 and one npm install)
The browser suites (Firefox, Chromium and WebKitGTK) are in editor/qa; see its README. For people and AI helpers: AGENTS.md, llms.txt, CONTRIBUTING.md. History and measurements: docs/.
.story.json file you can keep, back up or move to another device, and Open brings it back.
In Chrome and Edge, Save writes straight back to the same file; Firefox and Safari download a copy each time.The first time you open the editor it offers a short spotlight tour of the main areas; replay it any time from Options → Take the tour.
- lines as choices, and Ctrl+Shift+Enter splits a page at the cursor. Drag the ⋮⋮ grip to reorder choices and paragraphs. The first page can never be an ending.> to list actions (go to a tab, play, new page, export, undo, show or hide the lists) and press Enter to run one.Saves their place automatically, a Back button (if you turn it on), a reader comfort button (Aa) for text size, spacing and colors, an "endings found" count, and optional place codes to continue on another device. Games are accessible to screen readers and work on phones, tablets and computers.
It runs on ungoogled Chromium, Firefox, WebKit and Android Chrome. Exported games work in somewhat older browsers than the editor does (roughly Chrome/Edge 80, Firefox 74, iOS 13.4 for games; Chrome/Edge 98, Firefox 98, iOS 15.4 for the editor).
Browsers used to test each release. The latest release was tested in Firefox 158.0, ungoogled Chromium 155.0.8059.39-1 and WebKitGTK 2.52.6, one at a time. The exact browsers for every release are in the maintainers' full technical changelog. The short list of changes is in docs/CHANGELOG.md.
editor/lzma/ are copied from the sibling JS-modules repository (tools/lzma-pack, modules/lzma-decode).| qa-kit |
| A tiered test runner and a Playwright-style call surface over Puppeteer's WebDriver BiDi, so suites also run on stock Firefox; a seeded random-story generator. |
| contract-kit | A guide, with a small helper, for keeping two implementations of one rule set from drifting apart (a fast checker and a slow reference, an editor and its exported game): random inputs, side-by-side comparison, a field table, a time limit. |
| ai-collab-kit | A written process for a person and an AI assistant building software together: ten habits, test and speed recipes, pitfalls, templates. |
| editor/ | The full editor sources, its build, and its browser test suites (editor/qa). |