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@holoscript/engine

v6.1.7

Published

Engine runtime extracted from @holoscript/core — rendering, physics, animation, ECS, and 20+ subsystems for spatial computing.

Downloads

1,136

Readme

@holoscript/engine

The HoloScript simulation, animation, and physics engine — the runtime layer extracted from @holoscript/core. It provides rendering, physics, animation, ECS, and 20+ spatial-computing subsystems that execute a compiled HoloScript scene at runtime.

What's inside

  • Physics — rigid bodies, constraint/PBD solvers, cloth, soft bodies, fluids, ragdolls, joints, raycasting, spatial hashing, vehicles.
  • Animation — clips, blend graphs, IK, skeletal blending, morph targets, cutscene timelines, transitions.
  • Rendering & materials — material library, post-FX, shaders, GPU paths.
  • ECS & scene — component stores, entity registry, system scheduler, world, scene (de)serialization.
  • World & environment — streaming, LOD, occlusion culling, terrain, weather, day/night, foliage.
  • Runtime — headless and interactive runtimes, event bus, navigation, input, VR/XR surfaces, and the HoloScript+ runtime interpreter.
import { HeadlessRuntime } from '@holoscript/engine/runtime';
import { World } from '@holoscript/engine/ecs';

const world = new World();
// register systems, step the simulation, render, …

Parsing and compilation of .hs / .hsplus / .holo sources live in @holoscript/core; this package runs the compiled result.

The VM bridge treats @holoscript/uaal as an optional same-major peer. Install it when using cognitive-agent execution; importing the rest of the engine does not require UAAL.

Package boundary & release posture

This is a v0-preview runtime engine for developers building spatial, game, and simulation apps on HoloScript. It is the execution layer only — authoring, parsing, and compilation live in @holoscript/core, and agent tooling lives in @holoscript/mcp-server. This package is not a full application framework and does not embed a UI shell.

It ships no private workspace, host, or filesystem defaults. Runtime targets — renderer backend, device selection, worker counts, asset locations — are supplied by the caller (constructor options and environment), never baked in as a package default. Any host, path, or profile that appears in a subsystem is caller-owned configuration, not a shipped default.

Known limitations: subsystem APIs may change before the v1 release; the GPU/WebGPU paths require a compatible browser or runtime and degrade to CPU paths where unavailable; not every subsystem is equally hardened, and some are reference implementations intended to be extended. Interfaces may change before v1.