npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2024 – Pkg Stats / Ryan Hefner

helix3d

v0.6.2

Published

JavaScript 3D game engine

Downloads

12

Readme

Helix

Introduction

What is Helix? In a nutshell: it's a WebGL 3D/game engine built in Javascript.

I didn't build it to compete with other Javascript 3D engines. Building and maintaining 3D engines is a sort of hobby of mine. It allows me to experiment much more freely than when I'm confined to an existing engine. I do occasionally use it for real projects depending on their requirements.

If you're interested in playing around with it, go ahead! Want to go straight ahead and use it in a professional project, the risk is entirely yours. As the engine is built by me and for myself, you may run into some quirks and pedantries that may be confusing at first. The original code base was ported from a personal C++/DirectX project, and since then large parts of the JS version have been rewritten and remolded. Some concepts from DirectX (blend/stencil states, vertex layouts, ...) stayed in because they were simply good ideas. If you're coming from an old-school Flash background, you may also run into approaches that are similar to the original Away3D "Broomstick" prototype that I developed back in 2010 before it became 4.0.

In any case, I think it's worth making things open source. There may always be things to learn and teach doing so.

Some aspects of note:

  • The 3D engine uses a right-handed system, where X points "right", Y into the screen / "forward", and Z "up". This may be different from most Javascript libraries, but it allows for a consistent notion where positive Y means forward. Always. It's also the most common convention in mathematics/physics.
  • The engine is built using the Entity/Component/System model. This means objects in the Scene are Entities that can have Components registered to them, defining modular behaviour. More information on this in the documentation.
  • Materials are strictly split up in "geometry" code and "lighting model" code. You can focus on writing uncluttered geometry code.
  • Some aspects may or may not be supported by the device (hdr rendering, WebGL 2 support). The engine will catch this automatically, but in most cases it's good to provide alternative solutions. Lack of HDR support or adaptive tone mapping may require a different lighting setup.
  • "Bones" (used in skinned animations) are always named "joints". It's more correct, and I'm a pedant. There!
  • More pedantry: adding and removing children to a scene graph node is called "attaching" and "detaching". I feel it describes more accurately what the relationship between child/parent is.

Getting started

The easiest way to get started is just grabbing and including the .js files in the build folder. Take a look at examples/hello-world to see how to create a simple scene and render it (the other examples hide a lot of boilerplate code).

Some important things to note:

  • HX.init(yourDOMCanvas) needs to be called before anything else!
  • You do not need to call requestAnimationFrame. Helix handles this internally and exposes the HX.onFrame Signal. Just bind a function to it, and it will be called every frame.

With this, you're ready to explore the other examples. Easy ones to start:

  • primitive-texture
  • primitive-dir-light
  • primitives
  • env-map-equirectangular
  • ggx-lighting
  • io-md5
  • sibenik-obj
  • specular-properties

Building

If you want to change code and re-build the project yourself? Helix's compilation process uses Node.js, npm, and gulp, so be sure to have those installed. Then, in a terminal, simply perform the following steps in the helix directory:

npm install -g gulp
npm install

This will make sure all dependencies are installed. Unless any dependencies change, you need to do this only once.

Then, to compile:

gulp

The newly built files will end up in the build folder.

If anything goes wrong, make sure you have the latest versions of Node.js and npm installed!

Modules

Helix is divided into several modules, each having their own directory in the src folder and are built to separate files to prevent optional functionality bloating your Javascript includes. Currently these are the following:

  • helix-core: the module containing the basic game engine and essential functionality.
  • helix-io: the module containing non-essential importers.
  • helix-physics: the module containing the physics engine, which is a wrapper for cannon.js.