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@ggez/three-runtime

v0.1.7

Published

Three.js runtime loader and object factory for Web Hammer content.

Readme

@ggez/three-runtime

Three.js adapter for Web Hammer runtime content.

@ggez/three-runtime no longer owns the runtime format or build pipeline.

Package split:

  • @ggez/runtime-format: runtime contracts, parsing, validation, migration
  • @ggez/runtime-build: .whmap compilation, asset externalization, bundle packing
  • @ggez/three-runtime: Three object creation and scene instances
  • @ggez/runtime-streaming: optional chunk/world orchestration
  • @ggez/runtime-physics-rapier: optional Rapier bindings

Install

bun add @ggez/three-runtime three

Host Ownership

The Three adapter does not own:

  • renderer creation
  • main loop
  • camera policy
  • input
  • physics stepping
  • chunk streaming policy
  • gameplay systems

It gives you Three objects and helpers. Your application decides what to do with them.

Load A Runtime Scene Instance

import { Scene } from "three";
import {
  createThreeAssetResolver,
  createThreeRuntimeSceneInstance,
  parseWebHammerEngineBundleZip
} from "@ggez/three-runtime";

const response = await fetch("/levels/tutorial.runtime.zip");
const zipBytes = new Uint8Array(await response.arrayBuffer());
const bundle = parseWebHammerEngineBundleZip(zipBytes);
const assetResolver = createThreeAssetResolver(bundle);

const threeScene = new Scene();
const instance = await createThreeRuntimeSceneInstance(bundle.manifest, {
  applyToScene: threeScene,
  lod: {
    lowDistance: 30,
    midDistance: 10
  },
  resolveAssetUrl: ({ path }) => assetResolver.resolve(path)
});

threeScene.add(instance.root);

The instance returns:

  • root
  • nodesById
  • lights
  • physicsDescriptors
  • entities
  • scene
  • dispose()

Compatibility Loader

If you still want the old convenience surface, loadWebHammerEngineScene() remains available and now wraps createThreeRuntimeSceneInstance().

Lower-Level Object Factory

import { createThreeRuntimeObjectFactory } from "@ggez/three-runtime";

const factory = createThreeRuntimeObjectFactory(scene, {
  lod: {
    lowDistance: 30,
    midDistance: 10
  },
  resolveAssetUrl: ({ path }) => `/assets/${path}`
});

const nodeObject = await factory.createNodeObject(scene.nodes[0]);
const instancingObjects = await factory.createInstancingObjects();

World Settings

import {
  applyRuntimeWorldSettingsToThreeScene,
  clearRuntimeWorldSettingsFromThreeScene
} from "@ggez/three-runtime";

await applyRuntimeWorldSettingsToThreeScene(threeScene, {
  settings: runtimeScene.settings
});

clearRuntimeWorldSettingsFromThreeScene(threeScene);

Bundles Vs Manifests

  • .whmap: authored editor source
  • scene.runtime.json: stable runtime manifest
  • scene.runtime.zip: transport bundle for quick validation, handoff, or small levels

For production worlds, prefer unpacked manifests plus normal asset hosting and optional chunk streaming.

Vanilla Three Integration

Recommended stack:

  1. Build runtime artifacts with @ggez/runtime-build.
  2. Parse or fetch runtime manifests with @ggez/runtime-format.
  3. Instantiate Three content with @ggez/three-runtime.
  4. Add physics with @ggez/runtime-physics-rapier if needed.
  5. Add streaming with @ggez/runtime-streaming if your world is chunked.

React Three Fiber Integration

The same package split applies in R3F:

  1. Load manifests or bundles outside the render tree.
  2. Build a Three runtime scene instance.
  3. Mount instance.root into your R3F scene graph or mirror its contents into declarative components.
  4. Keep physics, gameplay, and streaming host-owned.