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@zakkster/lite-smoke

v1.0.1

Published

Zero-GC, SoA volumetric smoke engine with DPI-aware radial buffers, dynamic drift frequencies, OKLCH palette transitions, and configurable blend modes. Ideal for fire, magic, industrial VFX, and high-performance atmospheric effects.

Downloads

347

Readme

@zakkster/lite-smoke

npm version npm bundle size npm downloads npm total downloads TypeScript Dependencies License: MIT

Zero-GC SoA volumetric smoke engine with DPI-aware radial puff buffers, dynamic drift, OKLCH palette transitions, and configurable blend modes. One dependency. 179 lines.

Live Demo

https://cdpn.io/pen/debug/QwKayed

Why lite-smoke?

| Feature | lite-smoke | tsparticles | p5.js | pixi-particles | |---|---|---|---|---| | Zero-GC hot path | Yes | No | No | No | | Pre-rendered puff buffers | DPI-aware | No | No | No | | GPU-accelerated render | drawImage | fillRect | arc | Sprite | | Alpha curve | Fade-in + fade-out | Linear | Manual | Linear | | Size growth | Over lifetime | No | Manual | Yes | | Configurable blend | Engine-level | Per-particle | Manual | Per-sprite | | OKLCH palette | Yes | No | No | No | | Velocity sleep | Yes (< 0.01) | No | No | No | | Bundle size | < 2KB | ~40KB | ~800KB | ~20KB |

Installation

npm install @zakkster/lite-smoke

Quick Start

import { SmokeEngine } from '@zakkster/lite-smoke';

const canvas = document.getElementById('stage');
const ctx = canvas.getContext('2d');
const smoke = new SmokeEngine(2000, { dpr: window.devicePixelRatio || 1 });

let last = performance.now();

function loop(time) {
    const dt = Math.min((time - last) / 1000, 0.1);
    last = time;

    ctx.fillStyle = '#0a0a14';
    ctx.fillRect(0, 0, canvas.width, canvas.height);

    smoke.updateAndDraw(ctx, dt, canvas.width, canvas.height);
    requestAnimationFrame(loop);
}

// Emit a burst of smoke puffs (upward cone)
smoke.emit(400, 500, 10, -Math.PI/2 - 0.5, -Math.PI/2 + 0.5, 10, 40, 10, 30, 20);

requestAnimationFrame(loop);

Important: updateAndDraw() does not clear the canvas. Smoke is an overlay effect. Call ctx.clearRect() or draw your background before calling updateAndDraw().


The Smoke Pipeline

Construction: DPI-Aware Radial Puff Buffers

At construction, each palette color gets a pre-rendered radial gradient baked into an offscreen canvas. The buffer size scales by dpr for crisp rendering on Retina displays.

Physical size = bufferSize × dpr
Gradient: center(100% alpha) → mid(50% alpha) → edge(0% alpha)

The render loop uses ctx.drawImage() (GPU-accelerated texture blit) instead of creating gradients per-frame. This is the single biggest performance win — gradient creation is one of the most expensive Canvas2D operations.

| Palette Index | Default Color | Phase | |---|---|---| | 0 | oklch(0.90, 0.20, 40) | Ignition (bright, warm) | | 1 | oklch(0.20, 0.00, 0) | Thick core smoke | | 2 | oklch(0.40, 0.00, 0) | Expanding smoke | | 3 | oklch(0.60, 0.00, 0) | Dissipating |

Phase 1: Emission

emit() spawns puffs at a point with velocity, size, and growth rate. Each puff gets:

| Property | Formula | Effect | |---|---|---| | Velocity | cos/sin(angle) × speed | Directional emission | | invLife | 1.0 / life | Avoids division in render loop | | sizeGrow | growRate + random × growRate × 0.5 | Per-puff expansion jitter | | driftPhase | random × TAU | Per-puff sine wobble offset |

Phase 2: Physics

Each frame, alive puffs run through:

1. BUOYANCY    vy += buoyancy × dt        (negative = upward in screen coords)
2. FRICTION    vx *= friction, vy *= friction
3. SLEEP       if |v| < 0.01 → v = 0      (skip physics for settled puffs)
4. DRIFT       x += sin(elapsed × driftFreq + phase) × driftStrength × dt
5. POSITION    x += vx × dt, y += vy × dt
6. CULLING     kill if off-screen (±200px margin)

Phase 3: Alpha Curve

The alpha is not a simple linear fade. It uses a compound curve:

inverseProgress = 1.0 - lifeRatio
alphaCurve = lifeRatio × min(1.0, inverseProgress × 5.0)
finalAlpha = alphaCurve × maxOpacity

This creates a fast fade-in at birth (puffs don't pop into existence — they grow from transparent over the first 20% of life) and a slow fade-out as smoke dissipates. The result looks volumetric without any actual 3D math.

Phase 4: Size Growth

Puffs expand over their lifetime, simulating real smoke diffusion:

size = sizeBase + inverseProgress × sizeGrow

At birth, a puff is small and bright. At death, it's large, faint, and spread out.


emit() Parameters

smoke.emit(x, y, count, angleMin, angleMax, speedMin, speedMax, sizeMin, sizeMax, growRate, lifeMin?, lifeMax?)

| Param | Type | Default | Description | |---|---|---|---| | x, y | number | — | Emission origin | | count | number | — | Number of puffs to spawn | | angleMin/Max | number | — | Emission cone (radians). -Math.PI/2 = upward | | speedMin/Max | number | — | Initial speed range (px/s) | | sizeMin/Max | number | — | Starting puff size range (px) | | growRate | number | — | Pixels of expansion over lifetime | | lifeMin | number | 1.0 | Minimum puff lifetime (seconds) | | lifeMax | number | 3.0 | Maximum puff lifetime (seconds) |

Angle Guide

        -π/2 (straight up)
          │
 -π ──────┼────── 0 (right)
 (left)   │
        π/2 (straight down)

Full Config Reference

All config values are live-mutable between frames.

| Option | Type | Default | Description | |---|---|---|---| | buoyancy | number | -150 | Upward force (negative = up in screen coords). | | friction | number | 0.95 | Velocity decay per frame (0–1). | | driftStrength | number | 20 | Horizontal wobble amplitude (px). | | driftFreq | number | 2.0 | Wobble frequency (Hz). | | maxOpacity | number | 0.6 | Peak alpha for smoke puffs. | | bufferSize | number | 64 | Puff texture resolution (px). Higher = smoother. | | dpr | number | 1 | Device pixel ratio for puff buffers. | | blendMode | string | 'source-over' | Canvas composite operation. | | palette | Array | 4 OKLCH stops | Ignition → thick → expanding → dissipating. Pre-parsed at construction. | | rng | Function | Math.random | RNG function. Inject for determinism. |


Canvas Setup (No Built-in Resize)

import { SmokeEngine } from '@zakkster/lite-smoke';

const canvas = document.getElementById('stage');
const ctx = canvas.getContext('2d');
const dpr = window.devicePixelRatio || 1;
const smoke = new SmokeEngine(2000, { dpr });

let w = 0, h = 0;

function updateSize() {
    w = canvas.clientWidth || window.innerWidth;
    h = canvas.clientHeight || window.innerHeight;
    canvas.width = w * dpr;
    canvas.height = h * dpr;
    ctx.setTransform(1, 0, 0, 1, 0, 0);
    ctx.scale(dpr, dpr);
}

let scheduled = false;
new ResizeObserver(() => {
    if (!scheduled) {
        scheduled = true;
        requestAnimationFrame(() => { scheduled = false; updateSize(); });
    }
}).observe(canvas.parentElement || document.body);

updateSize();

Seeded Random (Deterministic)

import { SmokeEngine } from '@zakkster/lite-smoke';
import { Random } from '@zakkster/lite-random';

const rng = new Random(42);
const smoke = new SmokeEngine(2000, { rng: () => rng.next() });

Recipes

The onEmberDeath hook spawns smoke puffs at the exact position where each ember died.

import { EmberEngine } from '@zakkster/lite-embers';
import { SmokeEngine } from '@zakkster/lite-smoke';

const smoke = new SmokeEngine(1500, { dpr: devicePixelRatio });
const embers = new EmberEngine(3000, {
    onEmberDeath(x, y) {
        smoke.emit(x, y, 1, -1.8, -1.3, 5, 20, 8, 20, 15);
    }
});

Dark smoke on light backgrounds using multiply compositing.

const exhaust = new SmokeEngine(2000, {
    blendMode: 'multiply',
    buoyancy: -80,
    palette: [
        { l: 0.15, c: 0.02, h: 30 },
        { l: 0.25, c: 0.01, h: 0 },
        { l: 0.35, c: 0.00, h: 0 },
        { l: 0.45, c: 0.00, h: 0 },
    ],
});

setInterval(() => {
    exhaust.emit(200, 400, 3, -1.7, -1.4, 20, 60, 15, 40, 25, 2, 5);
}, 100);

Ethereal glowing steam using additive blending. Low opacity for subtlety.

const steam = new SmokeEngine(1000, {
    blendMode: 'lighter',
    buoyancy: -200,
    maxOpacity: 0.3,
    palette: [
        { l: 0.9, c: 0.1, h: 200 },
        { l: 0.8, c: 0.05, h: 210 },
        { l: 0.7, c: 0.02, h: 220 },
        { l: 0.6, c: 0.01, h: 230 },
    ],
});

Steady smoke emission using setInterval. Drift and buoyancy handle the rest.

const chimney = new SmokeEngine(2000, {
    buoyancy: -120,
    friction: 0.97,
    driftStrength: 30,
});

setInterval(() => {
    chimney.emit(chimneyX, chimneyY, 2, -1.7, -1.4, 15, 40, 10, 25, 20, 2, 4);
}, 80);
buoyancySlider.oninput = () => smoke.config.buoyancy = +buoyancySlider.value;
frictionSlider.oninput = () => smoke.config.friction = +frictionSlider.value;
driftSlider.oninput = () => smoke.config.driftStrength = +driftSlider.value;
opacitySlider.oninput = () => smoke.config.maxOpacity = +opacitySlider.value;

All VFX engines share the same (ctx, dt, w, h) overlay API.

import { SmokeEngine } from '@zakkster/lite-smoke';
import { EmberEngine } from '@zakkster/lite-embers';
import { RainEngine } from '@zakkster/lite-rain';

const smoke = new SmokeEngine(1000);
const embers = new EmberEngine(3000, {
    onEmberDeath(x, y) { smoke.emit(x, y, 1, -1.7, -1.4, 5, 15, 8, 18, 12); }
});
const rain = new RainEngine(8000);

function loop(dt) {
    embers.spawn(dt, w, h, 380, 550, 60, 20);
    rain.spawn(dt, w, h);

    ctx.fillStyle = '#0a0a14';
    ctx.fillRect(0, 0, w, h);

    embers.updateAndDraw(ctx, dt, w, h);
    smoke.updateAndDraw(ctx, dt, w, h);
    rain.updateAndDraw(ctx, dt, w, h);
}

API

new SmokeEngine(maxParticles?, config?)

| Parameter | Type | Default | Description | |---|---|---|---| | maxParticles | number | 3000 | Pool capacity. | | config | SmokeConfig | see above | All options. Live-mutable after construction. |

Methods

| Method | Description | |---|---| | .emit(x, y, count, ...) | Spawn puffs. See emit() parameters above. | | .updateAndDraw(ctx, dt, w, h) | Physics + render. Does not clear canvas. | | .clear() | Kill all particles immediately. | | .destroy() | Null all 11 arrays + puff buffers. Idempotent. |


License

MIT

Part of the @zakkster ecosystem

Zero-GC, deterministic, tree-shakeable micro-libraries for high-performance web presentation.