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distortiongl

v0.4.3

Published

A JavaScript WebGL2 library template customizable for 3D or 2D projects

Readme

DistortionGL (v0.4.3 EXPERIMENTAL/UNSTABLE)

A JavaScript WebGL2 library template customizable for 3D or 2D projects.

Why?

  • I know libraries like ThreeJS exist but I want to understand the underlying mechanics of how the math and graphics work.
  • This is just purely out of interest and fun.
  • Most code is sourced from other people and places, such as Stack Overflow and ThreeJS. Those are commented within the code and attributed to the individuals who created them.

Inspiration

  • This project is heavily inspired by ThreeJS, and many parts of this project are very ThreeJS-like, so similarities will show up

What is this?

  • This library is mainly used to utilize common game dev functions such as shader loader, scenes, math, etc.
  • Modules such as Scene, Entity, etc, are purposely empty for customizable and organized code.

Library Contents

  • 2D Canvas, WebGL, WebGPU (Experimental)
  • Note that WebGPU is still in experimental phase (as of 12/23/2025) which means that most devices may not support WebGPU at all. Please check if your browser supports WebGPU. Check out the WebGPU Examples/Demos to test if your browser is compatible with WebGPU

  • 2D Camera & 3D Perspective Camera
  • Keyboard & Mouse/Touch Controls
  • Event handlers & Entity class template
  • Math utilities including vectors, matrices, quaternions, euler and other math utils
  • Typescript now supported including a separate index.d.ts for type annotations, a minified index.js barrel file and a non-minified js library

Docs

Table of contents -> Docs

Installation

npm i distortiongl

Usage Example (Typescript)

import { Clock, Keyboard, OrbitControls, PerspectiveCamera, Pointer, Scene, Vector3, WebGL2Renderer } from 'distortiongl'
import Chunk from '../../Engine/Chunks/Chunk'
import OverworldScene from './OverworldScene'

export default function main(canvas: HTMLCanvasElement) {
    const camera = new PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000)
    const scene = new OverworldScene()
    const renderer = new WebGL2Renderer(canvas, {
        antialias: true,
        powerPreference: 'high-performance'
    })

    const clock = new Clock()
    const pointer = new Pointer(canvas)
    const controls = new OrbitControls(canvas, camera)
    const keyboard = new Keyboard(canvas)

    window.addEventListener('resize', resize)
    clock.addEventListener('onupdate', animate)
    
    resize()
    clock.start()

    const chunk = new Chunk()
    
    scene.add(chunk)

    camera.position.set(1, 1, 1).normalize().multiplyScalar(2.5)
    camera.lookAt(new Vector3(0.5, 0.5, 0.5))

    controls.rotateSpeed = 2.5

    function animate() {
        controls.orbit(pointer)
        renderer.render(scene, camera)
    }

    function resize() {
         renderer.setSize(window.innerWidth, window.innerHeight, window.devicePixelRatio)

        camera.aspect = window.innerWidth / window.innerHeight
        camera.updateProjectionMatrix()
    }
}