@zakkster/lite-fastbit32
v1.0.0
Published
Zero-GC, monomorphic 32-bit flag manager and ECS masking primitive for high-performance game loops.
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@zakkster/lite-fastbit32
Zero-GC, monomorphic, branchless 32-bit flag manager for ECS masking, object pools, and 60fps hot-path engine code. Zero dependencies. One class. The fastest 32-bit flag engine in JavaScript.
Why lite-fastbit32?
| Feature | lite-fastbit32 | FastBitSet | TypedFastBitSet | |-----------------------|----------------|------------|-----------------| | Max bits | 32 | Unlimited | Unlimited | | Zero-GC | Yes | No | No | | Monomorphic | Yes | No | No | | Branchless | Yes | No | No | | O(1) popcount | Yes | No | No | | O(1) lowest/highest | Yes | No | No | | BigInt support | No | No | No | | ECS-ready | Yes | Yes | Yes | | Object pool scan | Yes | No | No | | Serialization | Yes | Yes | Yes | | Bundle size | < 1KB | ~8KB | ~6KB |
FastBit32 is an engine primitive, not a general-purpose bitfield.
Installation
npm install @zakkster/lite-fastbit32Quick Start
import { FastBit32 } from '@zakkster/lite-fastbit32';
const flags = new FastBit32();
flags.add(1).add(4); // Set bits 1 and 4
flags.has(4); // true
flags.count(); // 2 — O(1) popcount
flags.lowest(); // 1 — O(1) bit-scan forward
flags.remove(1); // Clear bit 1
flags.serialize(); // Raw uint32 for storageThe Bit Pipeline
Monomorphic V8 Optimization
FastBit32 stores all state in a single value property — a plain unsigned 32-bit integer. V8's inline cache sees one hidden class for the entire lifetime of the object. Every method is a single bitwise operation on that integer. No arrays. No objects. No allocations. No branches.
The constructor enforces unsigned 32-bit via >>> 0 on the first tick, locking V8 into its fastest integer representation path.
O(1) Popcount (Hamming Weight)
Counting active bits uses the Hacker's Delight parallel bit-count algorithm:
v = v - ((v >>> 1) & 0x55555555)
v = (v & 0x33333333) + ((v >>> 2) & 0x33333333)
result = Math.imul((v + (v >>> 4)) & 0x0F0F0F0F, 0x01010101) >>> 24Five operations, zero loops, zero branches. Works for any value of the 32-bit integer.
O(1) Bit-Scan (lowest / highest)
Finding the lowest set bit uses isolation + Count Leading Zeros:
lowest = Math.clz32(value & -value) ^ 31value & -value isolates the lowest set bit into a power-of-two. Math.clz32 counts leading zeros from the left, and XOR 31 converts it to a right-indexed position. One expression, no loops.
highest uses 31 - Math.clz32(value) directly.
Caveats
- Silent wraparound: JS bitwise shifts apply modulo 32.
add(32)evaluates asadd(0).add(40)evaluates asadd(8). - Truncation: Floats and negatives are silently coerced to unsigned 32-bit integers.
-1 >>> 0becomes4294967295. - Sanitize inputs upstream if your domain logic requires strict bounds.
Benchmark Results
Tested on Apple M2 Pro, Node 22, V8 12.x. All values in ops/ms.
Single-Bit Operations
| Operation | lite-fastbit32 | FastBitSet | TypedFastBitSet | Raw bitwise | |-------------|----------------|------------|------------------|-------------| | set bit | ~240k | ~150k | ~220k | ~260k | | has bit | ~260k | ~180k | ~240k | ~280k | | remove bit | ~240k | ~140k | ~200k | ~260k |
Mask Operations
| Operation | lite-fastbit32 | FastBitSet | |-----------|----------------|------------| | hasAll | ~300k | ~40k | | hasAny | ~300k | ~45k | | hasNone | ~300k | ~45k |
Popcount
| Operation | lite-fastbit32 | FastBitSet | |-----------|----------------|------------| | count | ~350k | ~25k |
Bit-Scan (lowest / highest)
| Operation | lite-fastbit32 | FastBitSet | |-----------|----------------|------------| | lowest | ~350k | N/A | | highest | ~350k | N/A |
lite-fastbit32 is the only library with O(1) bit-scan forward/backward.
Recipes
import { FastBit32 } from '@zakkster/lite-fastbit32';
const POSITION = 0;
const VELOCITY = 1;
const SPRITE = 2;
const COLLISION = 3;
const AI = 4;
const PHYSICS_QUERY = (1 << POSITION) | (1 << VELOCITY) | (1 << COLLISION);
const RENDER_QUERY = (1 << POSITION) | (1 << SPRITE);
const entity = new FastBit32();
entity.add(POSITION).add(VELOCITY).add(SPRITE).add(COLLISION);
if (entity.hasAll(PHYSICS_QUERY)) runPhysics(entity);
if (entity.hasAll(RENDER_QUERY)) drawSprite(entity);⚠️ Bit 31 (Sign Bit) Warning: In JavaScript,
1 << 31evaluates to-2147483648— a negative number. FastBit32 handles this correctly under the hood, but if you log raw mask values to the console, you will see negative integers and assume a bug. This also affectsserialize(): masks using bit 31 produce negative numbers in JSON. Recommendation: Keep ECS component indices to 0–30 (31 components). If you must use all 32, compare serialized values with>>> 0to force unsigned representation.
import { FastBit32 } from '@zakkster/lite-fastbit32';
// Bit = 1 means slot is occupied
const pool = new FastBit32();
const objects = new Array(32);
function allocate() {
// Invert to find free slots, mask to pool size
const free = new FastBit32(~pool.value & 0xFFFFFFFF);
const slot = free.lowest();
// ⚠️ CRITICAL: Always check for -1.
// If the pool is full, lowest() returns -1.
// Accessing objects[-1] bypasses V8's array bounds optimization,
// triggering a dictionary-mode fallback on the entire array —
// a massive de-optimization penalty that persists for the array's lifetime.
if (slot === -1) return null; // Pool exhausted — expand or drop
pool.add(slot);
return slot;
}
function release(slot) {
pool.remove(slot);
}
allocate(); // 0
allocate(); // 1
release(0);
allocate(); // 0 — immediately reusedimport { FastBit32 } from '@zakkster/lite-fastbit32';
const KEY_LEFT = 0;
const KEY_RIGHT = 1;
const KEY_JUMP = 2;
const KEY_FIRE = 3;
const input = new FastBit32();
window.addEventListener('keydown', e => {
if (e.code === 'ArrowLeft') input.add(KEY_LEFT);
if (e.code === 'ArrowRight') input.add(KEY_RIGHT);
if (e.code === 'Space') input.add(KEY_JUMP);
});
window.addEventListener('keyup', e => {
if (e.code === 'ArrowLeft') input.remove(KEY_LEFT);
if (e.code === 'ArrowRight') input.remove(KEY_RIGHT);
if (e.code === 'Space') input.remove(KEY_JUMP);
});
// In game loop — zero-branch checks
if (input.has(KEY_JUMP)) jump();
if (input.hasAny((1 << KEY_LEFT) | (1 << KEY_RIGHT))) move();import { FastBit32 } from '@zakkster/lite-fastbit32';
const LAYER_PLAYER = 0;
const LAYER_ENEMY = 1;
const LAYER_BULLET = 2;
const LAYER_WALL = 3;
const LAYER_PICKUP = 4;
const playerMask = new FastBit32();
playerMask.add(LAYER_ENEMY).add(LAYER_PICKUP).add(LAYER_WALL);
const bulletMask = new FastBit32();
bulletMask.add(LAYER_ENEMY).add(LAYER_WALL);
function canCollide(entityLayer, targetMask) {
return targetMask.has(entityLayer);
}import { FastBit32 } from '@zakkster/lite-fastbit32';
const FLAG_RELIABLE = 0;
const FLAG_ORDERED = 1;
const FLAG_COMPRESSED = 2;
const FLAG_ENCRYPTED = 3;
const packet = new FastBit32();
packet.add(FLAG_RELIABLE).add(FLAG_ENCRYPTED);
const raw = packet.serialize(); // Send as uint32
// ... network transport ...
const restored = FastBit32.deserialize(raw);
if (restored.has(FLAG_RELIABLE)) ack(packet);In a strict FSM, only one state should be active at any time. Never use remove(OLD).add(NEW) — if the remove and add target the same bit index by mistake, you silently corrupt the state. Use .clear().add() to guarantee zero overlapping bits.
import { FastBit32 } from '@zakkster/lite-fastbit32';
const IDLE = 0;
const RUNNING = 1;
const JUMPING = 2;
const ATTACKING = 3;
const INVINCIBLE = 4;
const state = new FastBit32();
state.add(IDLE);
// ✅ CORRECT — mutex transition: clear ALL bits, then set the new state.
// Guarantees zero overlap regardless of previous state.
function startAttack() {
state.clear().add(ATTACKING).add(INVINCIBLE);
}
// ✅ CORRECT — return to single state after compound state ends.
function endAttack() {
state.clear().add(IDLE);
}
// ❌ WRONG — remove/add leaves stale bits if you forget one:
// state.remove(ATTACKING).remove(INVINCIBLE).add(IDLE);
// If INVINCIBLE was already cleared by another system, this still "works"
// but masks a logic error. clear() is unconditional and safe.
console.log(state.count()); // 1 — proof of muteximport { FastBit32 } from '@zakkster/lite-fastbit32';
// Save
const entities = [entityA.serialize(), entityB.serialize()];
const json = JSON.stringify(entities); // "[18, 7]" — bytes, not objects
// Load
const restored = JSON.parse(json).map(FastBit32.deserialize);API
new FastBit32(initial?)
| Parameter | Type | Default | Description |
|---|---|---|---|
| initial | number | 0 | Starting bitmask. Coerced to unsigned 32-bit via >>> 0. |
Single Bit Operations
| Method | Returns | Description |
|---|---|---|
| .add(bit) | this | Set bit at position (0–31). |
| .remove(bit) | this | Clear bit at position (0–31). |
| .toggle(bit) | this | Flip bit at position (0–31). |
| .has(bit) | boolean | Test if bit is active. |
Bulk Mask Operations
| Method | Returns | Description |
|---|---|---|
| .hasAll(mask) | boolean | True if all bits in mask are active. |
| .hasAny(mask) | boolean | True if any bit in mask is active. |
| .hasNone(mask) | boolean | True if no bits in mask are active. |
In-Place Mutations
| Method | Returns | Description |
|---|---|---|
| .clear() | this | Reset all 32 bits to zero. |
| .union(mask) | this | Bitwise OR — add all bits in mask. |
| .difference(mask) | this | Bitwise AND NOT — remove all bits in mask. |
| .intersect(mask) | this | Bitwise AND — keep only bits present in both. |
Advanced Helpers
| Method | Returns | Description |
|---|---|---|
| .count() | number | O(1) popcount — number of active bits (0–32). |
| .countMasked(mask) | number | O(1) popcount within a masked region. |
| .lowest() | number | O(1) index of least significant active bit. -1 if empty. |
| .highest() | number | O(1) index of most significant active bit. -1 if empty. |
| .isEmpty() | boolean | True if value is 0. |
Utility
| Method | Returns | Description |
|---|---|---|
| .clone() | FastBit32 | Independent copy. Mutations do not propagate. |
| .serialize() | number | Export raw uint32 for JSON/binary storage. |
| FastBit32.deserialize(n) | FastBit32 | Restore from a serialized uint32. |
License
MIT
Part of the @zakkster ecosystem
Zero-GC, deterministic, tree-shakeable micro-libraries for high-performance web applications.
