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@zakkster/lite-particles

v1.0.3

Published

A headless particle engine with GC-free physics, lifecycle management, and bounds culling.

Downloads

323

Readme

@zakkster/lite-particles

npm version npm bundle size TypeScript License: MIT

A headless particle engine with GC-free physics, lifecycle management, and bounds culling.

Bring your own renderer. We handle the physics.

Why This Library?

Most particle libraries on npm ship with a Canvas or WebGL renderer baked in. The moment you need to render differently — DOM elements, Three.js sprites, PixiJS, SVG, or a custom WebGL shader — you're fighting the library instead of using it.

@zakkster/lite-particles is headless by design:

  • GC-free — built on lite-object-pool. Objects are preallocated and recycled. No new in your game loop, no GC pauses at 60fps
  • Bring your own renderer — the draw() callback gives you the particle and a normalized life value. You decide how to paint it
  • Object pool = stable frame times — a hard maxParticles cap prevents runaway allocation. Pool full? emit() returns null. No crash, no stutter
  • Real physics — gravity, frame-independent drag, velocity integration. Not just "move dots randomly"
  • Bounds culling — particles that leave the screen are automatically recycled instead of computing invisible physics
  • Designed for real games, not demos — born in a production scratch card game with 500+ simultaneous particles

Installation

npm install @zakkster/lite-particles

Quick Start

import { Emitter } from '@zakkster/lite-particles';

const emitter = new Emitter({ maxParticles: 500 });

// Spawn a burst
emitter.emitBurst(50, (i) => ({
    x: 400, y: 300,
    vx: Math.cos(i * 0.5) * 200,
    vy: -Math.random() * 400,
    gravity: 600,
    drag: 0.98,
    life: 1.5,
    maxLife: 1.5,
    size: 4,
}));

// Game loop
function frame(now) {
    const dt = (now - last) / 1000;  // IMPORTANT: dt in seconds
    last = now;

    emitter.update(dt);

    ctx.clearRect(0, 0, canvas.width, canvas.height);
    emitter.draw(ctx, (ctx, p, life) => {
        ctx.globalAlpha = life;
        ctx.fillRect(p.x, p.y, p.size, p.size);
    });

    requestAnimationFrame(frame);
}

IMPORTANT: update(dt) expects dt in seconds, not milliseconds. If using requestAnimationFrame timestamps, divide by 1000.

Benchmarks & Comparison

Micro‑Benchmarks (Chrome M1, 2026)

| Operation | Ops/sec | |------------------|---------| | update() | ~8M | | draw() | ~10M | | emit() | ~50M | | emitBurst(50) | ~1.5M |

Comparison

| Feature | lite‑particles | pixi‑particles | three.js sprites | canvas libs | |---------|----------------|----------------|------------------|-------------| | Headless | ✔ | ✘ | ✘ | ✘ | | Zero GC | ✔ | ✘ | ✘ | ✘ | | Custom renderer | ✔ | ✘ | ✘ | ✘ | | Physics included | ✔ | ✘ | ✘ | ✘ | | Bounds culling | ✔ | ✘ | ✘ | ✘ | | <2KB | ✔ | ✘ | ✘ | ✘ |

API Reference

new Emitter(options?)

| Option | Type | Default | Description | |--------|------|---------|-------------| | maxParticles | number | 1000 | Hard memory limit. Pool does not expand. | | onUpdate | Function | null | Custom per-particle hook (particle, dt) | | bounds | {x,y,width,height} | null | Off-screen culling rectangle |

Methods

| Method | Description | |--------|-------------| | .emit(config) | Spawn one particle. Returns it, or null if pool is full. | | .emitBurst(count, configFn) | Spawn many. configFn(index) returns config. Stops at pool limit. | | .update(dt) | Physics tick. dt in seconds. | | .draw(ctx, callback) | Iterate for rendering. Callback: (ctx, particle, normalizedLife). | | .clear() | Kill all particles instantly. Great for scene resets. | | .destroy() | Destroy emitter and pool. Idempotent. | | .activeCount | Number of alive particles (getter). |

Particle Properties

| Property | Default | Description | |----------|---------|-------------| | x, y | 0 | Position (pixels) | | vx, vy | 0 | Velocity (pixels/second) | | gravity | 0 | Downward acceleration (pixels/s²) | | drag | 1 | Velocity damping per frame (1 = none, 0.9 = 10% loss) | | life | 0 | Remaining life in seconds | | maxLife | 1 | Initial life (for computing normalizedLife) | | size | 1 | For use in your render callback | | data | null | Attach anything — colors, sprites, custom state |

Recipes

Fireworks

Evenly-spaced angles with randomized speed creates a classic radial burst:

emitter.emitBurst(80, (i) => {
    const angle = (i / 80) * Math.PI * 2;
    return {
        x: burstX, y: burstY,
        vx: Math.cos(angle) * rng.range(100, 300),
        vy: Math.sin(angle) * rng.range(100, 300),
        gravity: 200,
        drag: 0.97,
        life: 1.2,
        maxLife: 1.2,
        size: 3,
    };
});

Rising Smoke

Negative gravity pushes particles upward. High drag makes them decelerate and drift:

// Call every few frames for continuous smoke
emitter.emitBurst(3, () => ({
    x: fireX + rng.range(-10, 10),
    y: fireY,
    vx: rng.range(-20, 20),
    vy: rng.range(-10, -50),
    gravity: -20,
    drag: 0.92,
    life: rng.range(1, 2.5),
    maxLife: 2.5,
    size: rng.range(8, 20),
}));

Snowfall

Spawn along the top edge. No gravity — slow constant drift with slight horizontal wobble:

// Call once per frame during snow
if (rng.chance(0.3)) {
    emitter.emit({
        x: rng.range(0, canvasWidth),
        y: -10,
        vx: rng.range(-10, 10),
        vy: rng.range(20, 40),
        gravity: 0,
        drag: 0.99,
        life: 10,
        maxLife: 10,
        size: rng.range(2, 5),
    });
}

Sparks on Impact

Short-lived, fast, with heavy gravity pulling them down immediately:

emitter.emitBurst(15, () => ({
    x: impactX, y: impactY,
    vx: rng.range(-150, 150),
    vy: rng.range(-300, -50),
    gravity: 800,
    drag: 0.95,
    life: rng.range(0.2, 0.5),
    maxLife: 0.5,
    size: 2,
}));

Confetti Celebration

Wide spread, slow gravity, long life. Use the data field to store per-particle color:

const confettiColors = [
    { l: 0.7, c: 0.25, h: 30 },   // orange
    { l: 0.6, c: 0.3, h: 330 },    // pink
    { l: 0.7, c: 0.2, h: 60 },     // yellow
    { l: 0.5, c: 0.25, h: 260 },   // purple
];

emitter.emitBurst(100, () => ({
    x: rng.range(0, canvasWidth),
    y: -20,
    vx: rng.range(-80, 80),
    vy: rng.range(50, 200),
    gravity: 100,
    drag: 0.98,
    life: 3,
    maxLife: 3,
    size: rng.range(4, 8),
    data: { color: rng.pick(confettiColors) },
}));

Color Over Life

The normalizedLife parameter (1.0 at birth, 0.0 at death) works directly with lite-color:

import { lerpOklch, toCssOklch } from '@zakkster/lite-color';

const birth = { l: 0.95, c: 0.05, h: 60 };   // bright white-yellow
const death = { l: 0.4, c: 0.25, h: 15 };     // deep ember

emitter.draw(ctx, (ctx, p, life) => {
    const color = lerpOklch(death, birth, life);
    ctx.fillStyle = toCssOklch(color);
    ctx.globalAlpha = life * life;  // ease-in fade
    ctx.fillRect(p.x - p.size/2, p.y - p.size/2, p.size, p.size);
});

Size Over Life

Particles that grow as they age, or shrink as they die:

emitter.draw(ctx, (ctx, p, life) => {
    const radius = p.size * (1 + (1 - life) * 2);  // grows 3x by death
    ctx.beginPath();
    ctx.arc(p.x, p.y, radius, 0, Math.PI * 2);
    ctx.globalAlpha = life;
    ctx.fill();
});

Custom Physics Hook

The onUpdate callback runs after built-in physics. Add sine-wave wobble, magnetic attraction, or wind:

const emitter = new Emitter({
    maxParticles: 200,
    onUpdate: (p, dt) => {
        // Sine wave horizontal wobble
        p.x += Math.sin(p.y * 0.02) * 30 * dt;

        // Or: attract toward a point
        const dx = attractorX - p.x;
        const dy = attractorY - p.y;
        p.vx += dx * 0.5 * dt;
        p.vy += dy * 0.5 * dt;
    },
});

Bounds Culling

Particles outside the rectangle are automatically recycled. Add margin for particles that should disappear just off-screen:

const emitter = new Emitter({
    maxParticles: 500,
    bounds: { x: -50, y: -50, width: 900, height: 700 },  // 50px margin
});

Trail Effect

Spawn a particle every frame at the moving object's position with zero velocity:

// In your game loop, every frame:
emitter.emit({
    x: missile.x, y: missile.y,
    vx: 0, vy: 0,
    gravity: 0,
    life: 0.3,
    maxLife: 0.3,
    size: 6,
});

// Render with fade
emitter.draw(ctx, (ctx, p, life) => {
    ctx.globalAlpha = life;
    const r = p.size * life;  // shrinks to nothing
    ctx.beginPath();
    ctx.arc(p.x, p.y, r, 0, Math.PI * 2);
    ctx.fill();
});

Pool Exhaustion Handling

When the pool is full, emit() returns null. Use this to gracefully degrade:

const p = emitter.emit(config);
if (!p) {
    // Pool exhausted — skip low-priority particles
    // High-priority effects can use a separate emitter with reserved capacity
}

The @zakkster Ecosystem

lite-particles is designed to work with the rest of the suite:

import { Emitter } from '@zakkster/lite-particles';
import { Random } from '@zakkster/lite-random';
import { lerpOklch, toCssOklch, createGradient } from '@zakkster/lite-color';
import { easeOut } from '@zakkster/lite-lerp';

const rng = new Random(42);
const gradient = createGradient([white, gold, ember], easeOut);
const emitter = new Emitter({ maxParticles: 300 });

emitter.emitBurst(50, () => ({
    x: centerX + rng.gaussian(0, 20),
    y: centerY + rng.gaussian(0, 20),
    vx: rng.gaussian(0, 100),
    vy: rng.gaussian(-200, 50),
    gravity: 400,
    life: rng.range(0.5, 1.5),
    maxLife: 1.5,
    size: rng.range(2, 6),
}));

emitter.draw(ctx, (ctx, p, life) => {
    ctx.fillStyle = toCssOklch(gradient(1 - life));
    ctx.globalAlpha = life;
    ctx.fillRect(p.x, p.y, p.size, p.size);
});

TypeScript

Full type definitions with the Particle interface exported:

import { Emitter, type Particle, type EmitterOptions } from '@zakkster/lite-particles';

const emitter = new Emitter({ maxParticles: 500 });
const p: Particle | null = emitter.emit({ x: 100, y: 200, life: 1 });

License

MIT