@zakkster/lite-shadow
v1.0.0
Published
Zero-GC 2D visibility polygon. Raycasting with AABB rejection, angle deduplication, fround() stability.
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@zakkster/lite-shadow
🔦 What is lite-shadow?
@zakkster/lite-shadow computes a visibility polygon from a light source against wall segments — the foundation for fog of war, line of sight, and dynamic shadows.
It gives you:
- 🔦 Visibility polygon from any origin point
- 🧱 Raycasting against flat
[x1,y1,x2,y2,...]wall segments - ⚡ AABB rejection (skips 30–60% of ray-segment math)
- 🎯 Angle deduplication (shared corners cast once)
- 🔬
Math.fround()stability for precision at exact corners - 📐 3 rays per unique angle (±ε for perfect corner tracing)
- 🪶 < 1.5 KB minified
Part of the @zakkster/lite-* ecosystem — micro-libraries built for deterministic, cache-friendly game development.
🚀 Install
npm i @zakkster/lite-shadow🕹️ Quick Start
import { VisibilityCaster } from '@zakkster/lite-shadow';
const caster = new VisibilityCaster(200); // max 200 wall segments
const walls = new Float32Array([
0,0, 800,0, // top wall
800,0, 800,600, // right wall
800,600, 0,600, // bottom wall
0,600, 0,0 // left wall
]);
const polyBuf = new Float32Array(2400);
const numVerts = caster.cast(playerX, playerY, walls, polyBuf);
ctx.beginPath();
ctx.moveTo(polyBuf[0], polyBuf[1]);
for (let i = 2; i < numVerts * 2; i += 2) {
ctx.lineTo(polyBuf[i], polyBuf[i + 1]);
}
ctx.closePath();
ctx.fill(); // visibility area🧠 Why This Exists
Visibility polygon computation is usually baked into game engines (Phaser, rot.js). lite-shadow is the first standalone, zero-allocation raycaster. AABB pre-rejection skips expensive cross-product math for segments that can't possibly intersect the ray.
📊 Comparison
| Library | Size | Allocations | AABB Rejection | Install |
|---------|------|-------------|----------------|---------|
| rot.js FOV | ~8 KB | Medium (coupled) | No | npm i rot-js |
| visibility-polygon | ~2 KB | Arrays per cast | No | npm i visibility-polygon |
| lite-shadow | < 1.5 KB | Zero (pre-allocated) | Yes | npm i @zakkster/lite-shadow |
⚙️ API
new VisibilityCaster(maxEdges)
maxEdges: Max number of wall segment endpoints (not segments). Allocates internal buffers.
cast(originX, originY, segments, outPoly)
segments:Float32Array— flat[x1,y1,x2,y2,...]wall segmentsoutPoly:Float32Array— pre-allocated output[x,y,x,y,...]- Returns: number of vertices written
🧪 Benchmark
200 wall segments, 60fps cast:
visibility-polygon: 1.8ms (array allocation per cast)
lite-shadow: 0.6ms (pre-allocated, AABB skips 30-60% of math)📦 TypeScript
Full TypeScript declarations included in VisibilityCaster.d.ts.
📚 LLM-Friendly Documentation
See llms.txt for AI-optimized metadata and usage examples.
License
MIT
