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@aperture-engine/simulation

v0.3.0

Published

Headless ECS, assets, math, diagnostics, and transform foundation for Aperture.

Readme

@aperture-engine/simulation

Headless ECS, assets, math, diagnostics, and transform foundation for the Aperture WebGPU game engine.

Install

pnpm add @aperture-engine/simulation

This package is part of the Aperture engine. It is the authoritative simulation core and is normally used together with the other @aperture-engine/* packages (rendering, platform, etc.).

What it does

@aperture-engine/simulation is the headless, DOM-free heart of Aperture. It wraps the elics ECS with change-version tracking and adds the engine's authoritative data model: transform components (local/world matrices, parent/child hierarchy), an asset registry with handles and collections, spatial acceleration (BVH), scene/prefab serialization, and diagnostics. Because it has no rendering or browser dependencies, it runs identically on the main thread, in a worker, or in tests.

Math

3D math lives in its own zero-dependency package, @aperture-engine/math — a Float32Array-native, WebGPU-first kernel with fused transform fast paths (composeTRS, mulAffine, invertAffine), benchmarked as the fastest option for the engine's transform workload. For convenience the entire math surface is re-exported from @aperture-engine/simulation, so existing imports keep working:

import {
  composeTrsMatrix,
  makePerspective,
  Vec3,
} from "@aperture-engine/simulation";
// …or import it directly:
import { composeTrsMatrix } from "@aperture-engine/math";

Usage

import {
  createWorld,
  registerTransformComponents,
  LocalTransform,
  createRootTransform,
  resolveWorldTransforms,
} from "@aperture-engine/simulation";

const world = createWorld();
registerTransformComponents(world);

const root = createRootTransform({ translation: [0, 1, 0] });
const entity = world.createEntity();
entity.addComponent(LocalTransform, root.local);

// Derive world matrices from the local transform + parent hierarchy.
const report = resolveWorldTransforms(world);
console.log(report.resolved, report.diagnostics);

Entry points

The package exposes a single entry point; everything is re-exported from the root:

  • @aperture-engine/simulation — the full public API:
    • ECScreateWorld, defineComponent, createSystem, EcsType, and ECS types.
    • TransformLocalTransform / WorldTransform / Parent / Children components, registerTransformComponents, setParent, resolveWorldTransforms.
    • AssetsAssetRegistry, asset handles, collections, and animation-clip data.
    • Math — vectors, quaternions, Mat4 helpers, projections, bounds, and rays.
    • Spatial — entity-bounds and mesh BVH structures.
    • Serialization — scene documents, prefabs, and component codecs.
    • DiagnosticssummarizeDiagnostics and related types.
    • Raycaster — ray/scene intersection utilities.

License

Part of the Aperture monorepo. MIT licensed.