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

marker-engine

v0.0.4

Published

An ESM marker interface for keeping marker calculations out of your render thread and handling game-world state

Downloads

15

Readme

marker-engine

markers on layered perlin mesh

An ESM marker interface for keeping marker calculations out of your render thread and handling game-world state

Structure

  • Marker - An object which is positioned on the Mesh (Entities, Scenery or Projectiles)
  • Entity - An object which is mobile on the mesh from it's own effort
  • Avatar - An entity which represents a player
  • Projectile - An object moving from forces applied to it
  • Scenery - A primarily stationary object
  • Mesh - The walkable ground all markers are attached to
  • Submesh - A subsection of the mesh which can load in and out of memory

Usage

const engine = new MarkerEngine({
    // the mesh voxel generation algorithm for the groundlayer
    voxelFile: '/mesh-voxel-generator.mjs'
});
// marker may be extended to override the default .model() and .body()
const marker = new Marker({
    id : 'foo',
    position: {
        x: 0,
        y: 0,
        z: 0
    }
});
engine.addMarker(marker);
// track this marker as the center of the treadmill
engine.on('state', ()=>{
    // data.markers contain marker updates
    // use position + quaternion to update the viz
});
engine.on('add-markers', (markers)=>{
    // markers were found when loading a submesh
});
engine.on('submesh', (submesh)=>{
    // submesh is a new submesh
    // compute mesh from voxels and add to viz
});
engine.on('remove-submesh', (submesh)=>{
    // remove this submesh from the viz
});
engine.on('remove-markers', (markers)=>{
    // markers is a list of markers to remove from the viz
});
// add an action to the marker action queue
marker.action('moveTo', {}, {x: 10, y: 10, z: 0});
// start the simulation
engine.start();

The voxel generation file looks like:

export const voxels = (x, y, depth)=>{
    const results = [];
    for(let lcv=0; lcv<256; lcv++){
        results.push(0);
    }
    return results;
};

Testing

Run the es module tests to test the root modules

npm run import-test

to run the same test inside the browser:

npm run browser-test

to run the same test headless in chrome:

npm run headless-browser-test

to run the same test inside docker:

npm run container-test

Run the commonjs tests against the /dist commonjs source (generated with the build-commonjs target).

npm run require-test

Development

All work is done in the .mjs files and will be transpiled on commit to commonjs and tested.

If the above tests pass, then attempt a commit which will generate .d.ts files alongside the src files and commonjs classes in dist