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massiv-3d

v0.0.19

Published

a simple high performance webgl library

Downloads

21

Readme

massiv-3d

a utility first, ecs based, engine to create animations, simulations and games

goal

every abstraction comes with a cost in runtime-performance and memory-allocation. the goal of this project is not to abstract away the rendering pipeline, but to give you useful utilities to create high-performance renderings for your animations, simulations and games and by reducing the boilerplate code.

the ecs system

this project uses a very basic implementation of an ecs system, but it does not follow the strict definition where i think it results in more complex code or bad performance.

actually working, but not very useful code to get an idea of the ecs system:

const world = new World();

// in its most basic form, a component is just a object with type and data property
const createPosition = (x: number, y: number, z: number) => {
    return { type: 'Position', data: [x, y, z] };
};

// a entity is something that has an identity in your world
// all of the data that describes the entity is defined by its components
const player = new Entity('Player', [
    createPosition(0, 0, 0)
]);

// a system is just a function that will get called every time
// you call world.update()
const consoleRenderSystem = () => {
    const entitiesWithPosition = world.queryEntities(['Position']);
    console.log(`count of entities with a position component: ${entitiesWithPosition.length}`);
};

world.addSystem(consoleRenderSystem);
world.addEntity(player);

// typically you call world.update() inside of the requestAnimationFrame callback
const tick = (time: number) => {
    world.update(time);
    window.requestAnimationFrame(tick);
};

window.requestAnimationFrame(tick);

some useful information about the custom ecs implementation:

  • the name of an Entity must be unique in one World
  • a Entity can only have 1 Component of any given type

Important Info

this project is work in progress. It does not export a set of components or systems that work out of the box. I havent found the right abstraction until now, because different projects have different requirements, and i found myself always writing systems from scratch to improve on performance, memory-usage and multi-threading for a given project. Once i find Components or Systems that may be used across different projects, i will add it to the export of this library. Some Components and Systems that are planned to be exported very soon are:

  • Components
    • Geometry
    • Transform
    • PerspectiveCamera
    • OrthographicCamera
  • Systems
    • FirstPersonCameraMovementSystem
    • OrbitCameraMovementSystem

Examples

the examples folder holds basic, but also more complex components and systems, that shows a possible usage of the library in more depth. the quick start guide is:

  1. clone this repo
  2. npm i
  3. npm run example:XX where XX stands for: example:01, example:02, ...

try the examples in order to get a better idea of the library and the concepts itself