Edit it, play it, keep it
pfx gui opens a recipe, a scene or a game's project, and plays it while you edit.
What it does
pfx alone opens the window and pfx <file.pitofx> opens that document in it: an outliner, the live viewport with gizmos and picking, the cameras, the lights and sky, a properties inspector, a render panel, a TOML panel with highlighting and checks at line and column, a log and a traced preview, on one undo history.
A scene .pitofx takes every edit in place. A recipe keeps its edits aside, marked after its name, until Ctrl+S writes them into it.
F5 plays the open scene as a game in the viewport (with a game's WebAssembly module when it has one), and F8 stops it and brings back the viewport, its camera and its selection exactly as they were.
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One undo history
Ctrl+Z and Ctrl+Shift+Z step over every edit from any panel: a gizmo move, a value in the inspector, a typed TOML change, an add, a cut, a paste, a duplicate, a delete.
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Tune while it plays
Edits made during play reach the running game on the next tick and write nothing. F8 drops them; F10 keeps them as one step, and one Ctrl+Z takes it all back.
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Frame stats on a key
F3 shows fps, the frame intervals' p50, p99 and max, the GPU time per pass, the render scale, VRR and the frame-rate target over the viewport.
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Quiet when nothing moves
The editor draws a frame only when something changes, so it idles at no GPU time.
Measured
How to use it
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Open the start screen, a document, or a game's project folder.
pfx gui pfx gui samples/workshop.pitofx pfx gui my-game/ -
With the pointer in the viewport, G, R and S pick the move, rotate and scale gizmo, L switches world and local space, F frames the selection and T opens the traced preview.
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F5 plays and pauses, F8 stops, F3 shows the frame stats.
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A game made by
pfx newopens in the same window, and F5 plays the game.my-game edit