npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@dice-o-rolla/dice-assets

v0.4.0

Published

Optional Web Audio and KTX2/PBR asset system for Dice O Rolla.

Readme

@dice-o-rolla/dice-assets

Optional production asset system for Dice O Rolla. The dependency direction stays one-way: engine, physics, and renderer packages never import dice-assets; an application opts in and wires opaque preset IDs to these adapters.

The catalog has independent registries for audio sprites, audio banks, PBR materials, reusable patterns, skins, and face atlases. A skin references assets by ID, so recolor, hue, saturation, pattern scale, and shader compositing create variants without duplicating KTX2 data.

import catalog from '@dice-o-rolla/dice-assets/catalog.json' with { type: 'json' };
import {
  DiceAssetRegistry,
  ImpactSoundGate,
  WebAudioSpritePlayer,
} from '@dice-o-rolla/dice-assets';

const assets = new DiceAssetRegistry();
assets.registerCatalog(catalog);

const audio = new WebAudioSpritePlayer(assets, { context: new AudioContext() });
const impactGate = new ImpactSoundGate();
engine.on('roll:start', () => impactGate.clear());
engine.on('die:collision', (event) => impactGate.observeCollision(event));
engine.on('die:impact', (event) => {
  if (!impactGate.consumeImpact(event) || event.soundPackId === undefined) return;
  void audio.playImpact({
    force: event.force,
    dieMaterialBankId: event.soundPackId,
    ...(event.otherDieId === undefined ? { surfaceMaterialBankId: 'classic-wood-table' } : {}),
  });
});

Rapier reports contact force on every simulation step while two colliders remain touching. ImpactSoundGate combines that stream with collision start/end events so each physical contact produces one sound instead of an overlapping retrigger on every fixed step.

For Three.js, pass a materialProvider factory to ThreeDiceRenderer or TopDownDiceRenderer; the factory receives its active WebGLRenderer and can construct ThreeAssetMaterialProvider. Call prepareSkin() before dice using that skin can spawn. It loads KTX2 through Three's KTX2Loader, shares texture instances, uses the packed ORM map for AO/roughness/metalness, and composites the face atlas in the material shader.

Asset pipeline

Run bun run --filter @dice-o-rolla/dice-assets assets:build. The documented build performs:

  • procedural generation of original mono WAV, PNG, and SVG masters;
  • SVG/font text rasterization through Resvg into a single face atlas;
  • ktx create conversion to UASTC KTX2 with offline mipmaps and Zstd supercompression;
  • KTX validation with ktx validate;
  • FFmpeg conversion and concatenation into mono WebM/Opus audio sprites;
  • production JSON catalog generation with clip offsets, material banks, and atlas regions.

The checked-in set combines original procedural test textures/audio with Unlicense impact WAV masters from 3DDiceRoller. Runtime audio is split into dice, coin, felt, metal, wood-table, and wood-tray mono Opus sprites. See THIRD_PARTY_NOTICES.md and the upstream license copied beside the source masters. No Dice So Nice assets are included.

Licensed under Apache-2.0.