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flux3d-engine

v0.1.0

Published

High Performance 100% GPU-Driven 3D WebGPU Engine

Readme

Flux3D Engine 🚀

Flux3D is a next-generation, high-performance 3D engine built from scratch for the Web and Desktop (via Tauri). Powered by WebGPU, it operates on a strict Data-Oriented Design (DOD) paradigm, completely avoiding JavaScript Garbage Collection (GC) stutters during runtime.

🌟 Key Features

  • Zero GC Allocations in Game Loop: Uses pre-allocated Float32Array memory pooling. No new Vector3() or new Object3D() overheads.
  • 100% GPU-Driven Physics: Integrates WebGPU Compute Shaders to calculate transform arrays and physics on parallel GPU cores, leaving the CPU completely free.
  • Native Matrix Math: A custom-built, dependency-free Mat4 library optimized for contiguous memory blocks.
  • Built for Tauri & Web: Write once, deploy as a blazing-fast native Windows/Mac/Linux app via Tauri or host it directly on the web.

📦 Installation

```bash npm install flux3d-engine ```

(Note: WebGPU is required in the browser)

🎮 Quick Start

The engine provides an extremely low-level and high-performance API. Here is a minimal example of rendering thousands of cubes:

```typescript import { EngineECS, Renderer, Mat4 } from 'flux3d-engine';

// 1. Initialize ECS and pre-allocate memory const ecs = new EngineECS(10000);

// 2. Setup the WebGPU Renderer const canvas = document.getElementById('gpu-canvas'); const renderer = new Renderer(); await renderer.init(canvas); renderer.createBuffers(ecs.transformData.byteLength);

// 3. Upload initial state renderer.uploadInitialTransforms(ecs.transformData); renderer.updateLight([1, 1, -1], [1, 1, 0.9], [0.2, 0.2, 0.3]);

// 4. Start the 100% GPU-Driven Game Loop const projectionMatrix = Mat4.create(); const viewMatrix = Mat4.create(); const viewProjMatrix = Mat4.create();

function gameLoop(time) { // Math & Camera (CPU) Mat4.perspective(projectionMatrix, Math.PI / 4, canvas.width / canvas.height, 0.1, 1000.0); Mat4.lookAt(viewMatrix, 0, 0, 250, 0, 0, 0, 0, 1, 0); Mat4.multiply(viewProjMatrix, projectionMatrix, viewMatrix); renderer.updateCamera(viewProjMatrix);

// Compute Shaders & Render (GPU)
renderer.compute(time, 16.0, 10000); // 10k entities simulated on GPU
renderer.render(10000);

requestAnimationFrame(gameLoop);

} requestAnimationFrame(gameLoop); ```

🛠 Architecture

Flux3D rejects traditional Object-Oriented deep hierarchies (like Scene > Mesh > Geometry > Material). Instead, everything is a flat array in memory (SoA - Structure of Arrays). The CPU just schedules the work, and the GPU does the heavy lifting via Compute Shaders and Instanced Draw Calls.

📄 License

MIT