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@tontonius/wisp

v0.2.0

Published

Game-feel effects for Three.js, starting with a high-performance particle system.

Readme

Wisp

Wisp is a modular game-feel effects engine for Three.js.

Today, two core modules are implemented:

  • particles: a Unity-Shuriken-inspired foundation focused on game-ready ergonomics over exposing every possible low-level knob.
  • camera: trauma-based camera shake that layers onto existing camera rigs.

Features

Camera module:

  • Trauma-based camera shake module (Wisp / wisp.camera.shake)
  • Linear trauma decay with nonlinear response curve (trauma^2 / trauma^3 style tuning)
  • Coherent time-based shake noise for smooth handheld-style motion

Particle module:

  • Hybrid CPU/GPU simulation backend
  • CPU backend for precise gameplay-ish effects
  • GPU backend for large visual effects using WebGL render-target ping-pong simulation
  • Point, sphere, hemisphere, cone, and box emitters
  • Local-space or world-space simulation (simulationSpace)
  • Continuous emission and burst emission
  • Optional emitter-motion modules (inheritVelocity, lifetimeByEmitterSpeed)
  • Size, opacity, and colour over lifetime
  • Optional speed-driven colour, size multiplier, and spin (colorBySpeed, sizeBySpeed, rotationBySpeed)
  • Constant acceleration vector, drag, vortex, and coherent noise force
  • Billboard quad renderer
  • Camera-aligned and velocity-aligned particles
  • Alpha, additive, and multiply blending
  • Texture support
  • Texture-sheet / flipbook UV support
  • JSON-style presets
  • ParticleWorld manager with auto-cleanup

General:

  • TypeScript-first API

Install

Use the published package in your app:

npm install @tontonius/wisp three

For local development of this repository:

npm install
npm run dev

Then open the Vite URL.

Demo controls

Click = spawn selected effect from the demo controls

The scene starts with a small CPU aura on the left and a larger GPU magic storm on the right.

Documentation

The full Diataxis-style documentation set lives in docs/:

  • Tutorials for first success.
  • How-to guides for focused tasks.
  • Reference pages for every public API and preset module.
  • Explanations for architecture and backend tradeoffs.

Module entry points:

Basic usage

import * as THREE from "three";
import { Wisp, type ParticlePreset } from "@tontonius/wisp";

const scene = new THREE.Scene();
const renderer = new THREE.WebGLRenderer();

const explosion: ParticlePreset = {
  maxParticles: 160,
  duration: 0.25,

  emitter: {
    type: "sphere",
    radius: 0.1,
    emitFrom: "volume",
  },

  emission: {
    bursts: [{ time: 0, count: [80, 120] }],
  },

  start: {
    lifetime: [0.4, 1.1],
    speed: [2, 7],
    size: [0.05, 0.25],
    color: ["#fff4ba", "#ff4b16"],
    opacity: [0.6, 1],
    rotation: [0, Math.PI * 2],
    angularVelocity: [-4, 4],
  },

  forces: {
    acceleration: [0, -2, 0],
    drag: 2,
  },

  overLifetime: {
    size: [
      [0, 1],
      [1, 0],
    ],
    opacity: [
      [0, 1],
      [1, 0],
    ],
    color: [
      [0, "#ffffff"],
      [0.3, "#ffcc33"],
      [1, "#333333"],
    ],
  },

  renderer: {
    blendMode: "additive",
    depthWrite: false,
  },
};

const wisp = new Wisp({
  scene,
  camera,
  particles: {
    presets: { explosion },
    renderer,
  },
});

wisp.particles?.spawn("explosion", {
  position: [0, 0, 0],
});

function animate() {
  requestAnimationFrame(animate);

  const dt = clock.getDelta();
  wisp.update(dt);

  renderer.render(scene, camera);
}

Publishing (maintainers)

# 1) Log in once
npm login

# 2) Build library bundle + type declarations
npm run build:lib

# 3) Verify what will be published
npm pack --dry-run

# 4) First publish (or regular publish after version bump)
npm publish --access public

CPU vs GPU backend

Use CPU for small, interactive effects:

const bulletImpact: ParticlePreset = {
  simulation: "cpu",
  maxParticles: 64,
  duration: 0.2,
  emission: {
    bursts: [{ time: 0, count: 32 }],
  },
};

Use GPU for large visual effects:

const magicStorm: ParticlePreset = {
  simulation: "gpu",
  maxParticles: 8192,
  duration: 6,
  loop: true,
  autoDispose: false,

  emitter: {
    type: "box",
    size: [10, 4, 10],
  },

  emission: {
    rateOverTime: 900,
  },

  start: {
    lifetime: [2.5, 5.5],
    speed: [0.02, 0.22],
    size: [0.025, 0.11],
    color: ["#6ee7ff", "#d8b4fe"],
    opacity: [0.25, 0.85],
    velocity: [
      [-0.08, 0.04, -0.08],
      [0.08, 0.34, 0.08],
    ],
  },

  renderer: {
    blendMode: "additive",
    depthWrite: false,
  },
};

Then:

const wisp = new Wisp({
  scene,
  camera,
  particles: { presets: { magicStorm }, renderer },
});
wisp.particles?.spawn("magicStorm", { position: [0, 0, 0] });

If you create a GPU ParticleSystem manually, pass the renderer:

const system = new ParticleSystem(magicStorm, { renderer });
scene.add(system);
system.play();

If simulation: "gpu" is requested without a renderer, the system falls back to CPU and logs a warning. Yes, it tattles. Correctly.

Lifecycle

Every spawned ParticleSystem exposes:

system.isPlaying;
system.isAlive;
system.isComplete;
system.elapsed;
system.aliveCount;

Presets can also provide lifecycle callbacks:

const sparks: ParticlePreset = {
  callbacks: {
    onStart: (system) => console.log("started", system.elapsed),
    onComplete: (system) => console.log("done", system.aliveCount),
    onParticleDeath: (particle) => console.log("cpu particle died", particle.position),
  },
};

onStart, onStop, and onComplete work on both CPU and GPU systems. onParticleDeath is CPU-only because GPU particle death stays on the GPU.

Debug Gizmos

Emitter gizmos can be enabled per preset:

const coneBurst: ParticlePreset = {
  emitter: { type: "cone", radius: 0.2, angle: 30, length: 2 },
  debug: {
    enabled: true,
    emitter: true,
    spawnDirection: true,
  },
};

Or toggled at runtime:

system.setDebug(true);
particles.setDebug({ enabled: true, color: "#78d7ff" });

The current gizmos show point, sphere, hemisphere, cone, and box emitter shapes. Cone gizmos include the base radius, length, angle spread, and forward spawn direction.

simulation: "auto"

auto uses GPU when:

  • a WebGLRenderer is available
  • maxParticles >= 2048

Otherwise it uses CPU.

const preset: ParticlePreset = {
  simulation: "auto",
  maxParticles: 5000,
};

GPU backend notes

The GPU backend uses four floating-point render targets:

position + age
velocity + lifetime
start colour + seed
size + rotation + angular velocity + opacity/alive

Each update runs a fullscreen simulation pass and then renders static billboard quads that sample the simulated particle state.

Curves and gradients are baked into tiny lookup textures, so this authoring shape still works:

overLifetime: {
  size: [[0, 0], [0.2, 1], [1, 0]],
  opacity: [[0, 0], [0.2, 1], [1, 0]],
  color: [[0, "#ffffff"], [1, "#7755ff"]],
}

Velocity over lifetime adds a per-age linear velocity channel on top of the particle's simulated velocity:

velocityOverLifetime: {
  linear: {
    x: [[0, 0], [1, 0]],
    y: [[0, 1.5], [1, -0.5]],
    z: [[0, 0], [1, 0]],
  },
}

GPU backend supports

  • point / sphere / hemisphere / cone / box emitters
  • continuous emission
  • burst emission via emit(count) or preset bursts
  • lifetime / speed / size / opacity / colour ranges
  • start velocity ranges
  • linear velocity over lifetime
  • constant acceleration (forces.acceleration)
  • drag
  • simple procedural noise
  • size / opacity / colour over lifetime
  • texture sheets
  • additive / alpha / multiply blending
  • camera-aligned and velocity-aligned billboards

GPU backend does not yet support

  • collisions (CPU supports primitive colliders: plane, sphere, box; see docs/reference/cpu-backend.md)
  • sub-emitters
  • transparent particle sorting (CPU sorts back-to-front by default via renderer.sorting; GPU renders unsorted)
  • mesh emitters
  • trails/ribbons
  • particle lights
  • CPU readback

For smoke, additive magic, sparks, snow, embers, rain, fireflies, motes, portals, and general “make the GPU sweat prettily”, it is already useful.

Main concepts

ParticlePreset

A serialisable-ish description of an effect.

const preset: ParticlePreset = {
  maxParticles: 100,
  duration: 1,
  loop: false,
  emitter: { type: "point" },
  emission: { bursts: [{ time: 0, count: 20 }] },
};

ParticleWorld

The easiest way to use the system in a game.

const particles = new ParticleWorld(scene, {
  muzzleFlash,
  smokePuff,
  explosion,
}, { renderer });

particles.spawn("muzzleFlash", { position: gunTip });
particles.update(dt, camera);

One-shot systems auto-dispose by default when complete.

Most start values accept either a scalar or an interval:

start: {
  rotation: Math.PI * 0.25,
  angularVelocity: [-2, 2],
}

ParticleSystem

A single live particle effect. It extends THREE.Object3D.

const system = new ParticleSystem(explosionPreset, { renderer });
scene.add(system);
system.play();
system.update(dt, camera);

Useful methods:

system.play();
system.pause();
system.stop();
system.restart();
system.emit(20);
system.dispose();

Useful getters:

system.isAlive;
system.isPlaying;
system.isComplete;
system.isDisposed;
system.backendType; // "cpu" | "gpu"

Emitters

Point

emitter: { type: "point" }

Sphere

emitter: {
  type: "sphere",
  radius: 1,
  emitFrom: "volume", // or "shell"
}

Hemisphere

emitter: {
  type: "hemisphere",
  radius: 1.5,
  emitFrom: "shell",
}

Cone

Cone emits along local +Y.

emitter: {
  type: "cone",
  radius: 0.1,
  angle: 20,
  length: 1,
}

Box

emitter: {
  type: "box",
  size: [10, 2, 10],
}

Renderer

const texture = new THREE.TextureLoader().load("/particles/smoke-puff.png");
texture.colorSpace = THREE.SRGBColorSpace;

const smoke: ParticlePreset = {
  renderer: {
    texture,
    blendMode: "alpha",
    align: "camera",
    depthWrite: false,
  },
};

For white-on-black sprite images, additive blending can be useful. For alpha blending, use a transparent PNG or preprocess the image so the dark background becomes alpha.

renderer: {
  texture,
  blendMode: "additive", // "alpha" | "multiply"
  align: "camera",       // "velocity"
  depthWrite: false,
}

Texture sheets

renderer: {
  texture: flipbookTexture,
  textureSheet: {
    columns: 4,
    rows: 4,
    animationMode: "randomStart",
  },
}

For flipbook animation, use animationMode.

renderer: {
  texture: flipbookTexture,
  textureSheet: {
    columns: 4,
    rows: 4,
    animationMode: "randomStartOverLifetime",
  },
}

Practical advice

Use:

  • simulation: "cpu" for muzzle flashes, hit sparks, gameplay impacts, anything that will later want collisions or sub-emitters.
  • simulation: "gpu" for thousands of visual-only particles.
  • additive blending for GPU particles whenever possible. Alpha smoke without sorting is acceptable, but additive magic is the happy path. CPU presets get back-to-front sorting by default (renderer.sorting: "distance").

This is still an MVP. A good one. Not a full Unity VFX Graph replacement, because we are sane people with calendars.