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@holoscript/runtime

v7.0.0

Published

HoloScript browser runtime — React Three Fiber integration, physics, event system, and device APIs for spatial applications

Downloads

335

Readme

@holoscript/runtime

HoloScript browser runtime - React Three Fiber integration, event bus, storage, and device APIs.

Installation

npm install @holoscript/runtime

Overview

The runtime is the execution engine that brings HoloScript code to life in the browser. It handles scene rendering, physics, input, trait execution, and provides utility APIs for events, storage, timing, math, and navigation.

Entry Points

| Import | Description | | -------------------------------- | ------------------------------- | | @holoscript/runtime | All APIs | | @holoscript/runtime/events | Event bus | | @holoscript/runtime/storage | Storage adapters | | @holoscript/runtime/device | Device detection | | @holoscript/runtime/timing | Timing utilities | | @holoscript/runtime/math | Math helpers | | @holoscript/runtime/navigation | Client-side routing | | @holoscript/runtime/browser | Scene loader + Three.js runtime | | @holoscript/runtime/global | IIFE bundle for <script> tags |

Usage

Unified Runtime Object

import { runtime, initRuntime } from '@holoscript/runtime';

// Initialize (registers on globalThis.HoloScriptRuntime)
initRuntime();

// Event bus
runtime.on('player:move', (data) => console.log(data));
runtime.emit('player:move', { x: 0, y: 1, z: -2 });

// Storage
await runtime.storage.set('score', 100);
const score = await runtime.storage.get('score');

// Device
if (runtime.device.isVRCapable) {
  /* enter VR */
}

// Timing
runtime.after(1000, () => console.log('delayed'));
runtime.tween(0, 1, 500, (v) => (mesh.opacity = v), runtime.easing.easeOut);

// Math
const pos = runtime.vec3.lerp(start, end, 0.5);

// Navigation
runtime.navigate('/lobby');

Browser Runtime (Three.js)

import { createRuntime } from '@holoscript/runtime/browser';

const rt = createRuntime({
  container: document.getElementById('app'),
  antialias: true,
});

await rt.loadScene('scene.holo');

Event Bus

import { on, once, emit, off } from '@holoscript/runtime/events';

const unsub = on('collision', (data) => {
  /* handle */
});
emit('collision', { objectA: 'ball', objectB: 'wall' });
unsub(); // unsubscribe

Storage

import { get, set, remove, createIndexedDBStorage } from '@holoscript/runtime/storage';

// Default adapter (localStorage with memory fallback)
await set('key', { nested: 'value' });
const data = await get('key');

// IndexedDB for larger data
const db = createIndexedDBStorage('myApp', 'scenes');
await db.set('scene1', largeSceneData);

Device Detection

import { device, isMobile, isVRCapable } from '@holoscript/runtime/device';

if (await device.supportsVR()) {
  /* enable VR button */
}
if (device.prefersReducedMotion) {
  /* disable animations */
}
console.log(device.getMaxTextureSize()); // e.g. 4096

Timing

import {
  after,
  every,
  debounce,
  throttle,
  wait,
  createLoop,
  tween,
  easing,
} from '@holoscript/runtime/timing';

const cancel = every(16, () => update());
const loop = createLoop((delta) => animate(delta));
await wait(1000);
tween(0, 100, 2000, (v) => (el.style.left = v + 'px'), easing.easeOutElastic);

Math

import { lerp, clamp, vec3, distance3D, noise1D, fbm } from '@holoscript/runtime/math';

const v = vec3.normalize(vec3.sub(target, origin));
const d = distance3D(0, 0, 0, 1, 1, 1);
const n = fbm(x * 0.1, 4, 2.0, 0.5); // fractal noise

Trait System

The runtime includes 50+ trait implementations organized by category:

Interaction (18 traits)

GrabbableTrait, ThrowableTrait, PointableTrait, HoverableTrait, ClickableTrait, DraggableTrait, ScalableTrait, CollidableTrait, PhysicsTrait, GravityTrait, TriggerTrait, GlowingTrait, TransparentTrait, SpinningTrait, FloatingTrait, PulseTrait, OutlineTrait, AnimatedTrait

Physics (10 traits)

ClothTrait, SoftBodyTrait, FluidTrait, BuoyancyTrait, RopeTrait, WindTrait, JointTrait, RigidbodyTrait, DestructionTrait, LookAtTrait

AI/Behavior (5 traits)

BehaviorTreeTrait, EmotionTrait, GoalOrientedTrait, PerceptionTrait, MemoryTrait

Extended (11 traits)

RotatableTrait, StackableTrait, SnappableTrait, BreakableTrait, CharacterTrait, PatrolTrait, NetworkedTrait, AnchorTrait, SpatialAudioTrait, ReverbZoneTrait, VoiceProximityTrait

Advanced (10 traits)

TeleportTrait, HandTrackingTrait, HapticTrait, UIPanelTrait, ParticleSystemTrait, WeatherTrait, DayNightTrait, LODTrait, PortalTrait, MirrorTrait

Physics Engine

Built on Cannon.js (cannon-es):

import { PhysicsWorld } from '@holoscript/runtime';

const physics = new PhysicsWorld({ gravity: [0, -9.81, 0] });
physics.addBody('ball', mesh, 'dynamic', 1.0);
physics.onCollision('ball', (event) => console.log('hit!', event));
physics.applyImpulse('ball', [0, 5, 0]);

Peer Dependencies

  • react ^18.0.0 (optional)
  • @react-three/fiber ^8.0.0 (optional)
  • three ^0.160.0 (optional)

x402 Facilitator Verification (server-side)

When you pair runtime content with paywalled routes, use the marketplace API verifier to confirm facilitator-backed x402 receipts over HTTP.

Environment (example):

  • X402_VERIFIER_ENABLED=true
  • X402_FACILITATOR_URL=https://cdp.coinbase.com/x402
  • X402_FACILITATOR_API_KEY=... (optional)
  • X402_VERIFIER_TIMEOUT_MS=5000

Minimal usage:

import { createX402HttpVerifierFromEnv } from '@holoscript/marketplace-api';

const verifier = createX402HttpVerifierFromEnv();
const result = await verifier.verifyPayment({
  paymentId: 'pay_abc123',
  transactionHash: '0x...',
  network: 'base',
  asset: 'USDC',
  amount: 0.05,
  contentId: '/api/vrr/phoenix-brew-twin',
});

if (!result.verified) {
  throw new Error(`x402 verification failed: ${result.reason}`);
}

License

MIT