@opengroundplan/core 0.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/README.md +26 -0
- package/adapters/README.md +155 -0
- package/adapters/_shared/README.md +16 -0
- package/adapters/aider/adapter.yaml +30 -0
- package/adapters/aider/templates/.aider.conf.yml.tmpl +5 -0
- package/adapters/amp/adapter.yaml +32 -0
- package/adapters/amp/templates/SKILL.md.tmpl +8 -0
- package/adapters/antigravity-cli/adapter.yaml +36 -0
- package/adapters/antigravity-cli/templates/ANTIGRAVITY.md.tmpl +11 -0
- package/adapters/claude-code/adapter.yaml +65 -0
- package/adapters/claude-code/templates/CLAUDE.md.tmpl +24 -0
- package/adapters/claude-code/templates/SKILL.md.tmpl +8 -0
- package/adapters/claude-code/templates/agent.md.tmpl +9 -0
- package/adapters/claude-code/templates/command.md.tmpl +6 -0
- package/adapters/claude-code/templates/rule.md.tmpl +8 -0
- package/adapters/claude-code/templates/settings.json.tmpl +11 -0
- package/adapters/cline/adapter.yaml +31 -0
- package/adapters/cline/templates/rule.md.tmpl +8 -0
- package/adapters/codex/adapter.yaml +29 -0
- package/adapters/continue/adapter.yaml +36 -0
- package/adapters/continue/templates/00-agents-md.md.tmpl +9 -0
- package/adapters/continue/templates/rule.md.tmpl +8 -0
- package/adapters/cursor/adapter.yaml +34 -0
- package/adapters/cursor/templates/rule.mdc.tmpl +9 -0
- package/adapters/gemini-cli/adapter.yaml +51 -0
- package/adapters/gemini-cli/templates/GEMINI.md.tmpl +9 -0
- package/adapters/gemini-cli/templates/command.toml.tmpl +4 -0
- package/adapters/github-copilot/adapter.yaml +44 -0
- package/adapters/github-copilot/templates/instructions.md.tmpl +8 -0
- package/adapters/github-copilot/templates/prompt.prompt.md.tmpl +6 -0
- package/adapters/opencode/adapter.yaml +18 -0
- package/adapters/opencode/templates/opencode.json.tmpl +4 -0
- package/adapters/roo-code/adapter.yaml +21 -0
- package/adapters/roo-code/templates/rule.md.tmpl +5 -0
- package/adapters/windsurf/adapter.yaml +34 -0
- package/adapters/windsurf/templates/agents-md.md.tmpl +12 -0
- package/adapters/windsurf/templates/rule.md.tmpl +9 -0
- package/adapters/windsurf/templates/workflow.md.tmpl +7 -0
- package/adapters/zed/adapter.yaml +14 -0
- package/catalog/README.md +62 -0
- package/catalog/architectures/agentic-tool-loop.yaml +62 -0
- package/catalog/architectures/bff.yaml +58 -0
- package/catalog/architectures/clean.yaml +61 -0
- package/catalog/architectures/cqrs.yaml +58 -0
- package/catalog/architectures/ddd-tactical.yaml +68 -0
- package/catalog/architectures/event-driven.yaml +59 -0
- package/catalog/architectures/feature-sliced-design.yaml +61 -0
- package/catalog/architectures/hexagonal.yaml +60 -0
- package/catalog/architectures/lakehouse.yaml +63 -0
- package/catalog/architectures/layered.yaml +60 -0
- package/catalog/architectures/llm-workflow.yaml +59 -0
- package/catalog/architectures/medallion.yaml +60 -0
- package/catalog/architectures/micro-frontends.yaml +60 -0
- package/catalog/architectures/microservices.yaml +62 -0
- package/catalog/architectures/modular-monolith.yaml +62 -0
- package/catalog/architectures/monolith.yaml +61 -0
- package/catalog/architectures/multi-agent.yaml +61 -0
- package/catalog/architectures/mvc-mvvm.yaml +62 -0
- package/catalog/architectures/nextjs-colocation.yaml +67 -0
- package/catalog/architectures/onion.yaml +60 -0
- package/catalog/architectures/pipes-and-filters.yaml +59 -0
- package/catalog/architectures/rag-hybrid.yaml +62 -0
- package/catalog/architectures/serverless.yaml +58 -0
- package/catalog/architectures/vertical-slice.yaml +61 -0
- package/catalog/characteristics.yaml +165 -0
- package/catalog/decision.yaml +309 -0
- package/catalog/sources/README.md +697 -0
- package/catalog/sources/agent-tooling.yaml +1180 -0
- package/catalog/sources/ai-llm.yaml +508 -0
- package/catalog/sources/auth.yaml +618 -0
- package/catalog/sources/backend-api.yaml +720 -0
- package/catalog/sources/cms-ecommerce.yaml +558 -0
- package/catalog/sources/data-engineering.yaml +618 -0
- package/catalog/sources/database-orm.yaml +507 -0
- package/catalog/sources/devops-cicd.yaml +422 -0
- package/catalog/sources/frontend-ui.yaml +654 -0
- package/catalog/sources/fullstack-saas.yaml +629 -0
- package/catalog/sources/game-3d.yaml +834 -0
- package/catalog/sources/gaps.md +268 -0
- package/catalog/sources/layer-plan.yaml +3919 -0
- package/catalog/sources/mobile-desktop.yaml +638 -0
- package/catalog/sources/observability.yaml +1364 -0
- package/catalog/sources/payments-billing.yaml +553 -0
- package/catalog/sources/realtime-messaging.yaml +787 -0
- package/catalog/sources/security-compliance.yaml +613 -0
- package/catalog/sources/testing.yaml +652 -0
- package/dist/adapters.d.ts +43 -0
- package/dist/adapters.js +181 -0
- package/dist/adapters.js.map +1 -0
- package/dist/agentkit.d.ts +65 -0
- package/dist/agentkit.js +183 -0
- package/dist/agentkit.js.map +1 -0
- package/dist/apply.d.ts +21 -0
- package/dist/apply.js +135 -0
- package/dist/apply.js.map +1 -0
- package/dist/condition.d.ts +14 -0
- package/dist/condition.js +121 -0
- package/dist/condition.js.map +1 -0
- package/dist/config.d.ts +36 -0
- package/dist/config.js +131 -0
- package/dist/config.js.map +1 -0
- package/dist/index.d.ts +15 -0
- package/dist/index.js +16 -0
- package/dist/index.js.map +1 -0
- package/dist/intent.d.ts +52 -0
- package/dist/intent.js +220 -0
- package/dist/intent.js.map +1 -0
- package/dist/license.d.ts +11 -0
- package/dist/license.js +68 -0
- package/dist/license.js.map +1 -0
- package/dist/loader.d.ts +12 -0
- package/dist/loader.js +118 -0
- package/dist/loader.js.map +1 -0
- package/dist/merge.d.ts +28 -0
- package/dist/merge.js +412 -0
- package/dist/merge.js.map +1 -0
- package/dist/plan.d.ts +12 -0
- package/dist/plan.js +206 -0
- package/dist/plan.js.map +1 -0
- package/dist/python-data.json +575 -0
- package/dist/python-requirements.d.ts +7 -0
- package/dist/python-requirements.js +79 -0
- package/dist/python-requirements.js.map +1 -0
- package/dist/recommend.d.ts +27 -0
- package/dist/recommend.js +68 -0
- package/dist/recommend.js.map +1 -0
- package/dist/resolve.d.ts +22 -0
- package/dist/resolve.js +132 -0
- package/dist/resolve.js.map +1 -0
- package/dist/schema.d.ts +878 -0
- package/dist/schema.js +307 -0
- package/dist/schema.js.map +1 -0
- package/dist/tokens.d.ts +42 -0
- package/dist/tokens.js +90 -0
- package/dist/tokens.js.map +1 -0
- package/package.json +61 -0
- package/registry/README.md +194 -0
- package/registry/agents/architecture-reviewer/agent.md +59 -0
- package/registry/agents/architecture-reviewer/agent.yaml +7 -0
- package/registry/agents/breaking-change-detector/agent.md +83 -0
- package/registry/agents/breaking-change-detector/agent.yaml +7 -0
- package/registry/agents/security-reviewer/agent.md +63 -0
- package/registry/agents/security-reviewer/agent.yaml +7 -0
- package/registry/agents/solid-reviewer/agent.md +61 -0
- package/registry/agents/solid-reviewer/agent.yaml +7 -0
- package/registry/agents/spec-consistency-checker/agent.md +70 -0
- package/registry/agents/spec-consistency-checker/agent.yaml +7 -0
- package/registry/agents/test-coverage-reviewer/agent.md +67 -0
- package/registry/agents/test-coverage-reviewer/agent.yaml +7 -0
- package/registry/commands/adr/command.md +80 -0
- package/registry/commands/adr/command.yaml +7 -0
- package/registry/commands/breaking/command.md +72 -0
- package/registry/commands/breaking/command.yaml +7 -0
- package/registry/commands/done/command.md +50 -0
- package/registry/commands/done/command.yaml +7 -0
- package/registry/commands/handoff/command.md +65 -0
- package/registry/commands/handoff/command.yaml +7 -0
- package/registry/commands/plan/command.md +81 -0
- package/registry/commands/plan/command.yaml +7 -0
- package/registry/commands/review/command.md +54 -0
- package/registry/commands/review/command.yaml +8 -0
- package/registry/commands/scope/command.md +45 -0
- package/registry/commands/scope/command.yaml +7 -0
- package/registry/commands/spec/command.md +81 -0
- package/registry/commands/spec/command.yaml +7 -0
- package/registry/commands/tasks/command.md +70 -0
- package/registry/commands/tasks/command.yaml +7 -0
- package/registry/commands/verify/command.md +43 -0
- package/registry/commands/verify/command.yaml +7 -0
- package/registry/hooks/_lib/config.ps1 +116 -0
- package/registry/hooks/_lib/config.sh +143 -0
- package/registry/hooks/_lib/defaults.json +76 -0
- package/registry/hooks/_lib/json_get.mjs +59 -0
- package/registry/hooks/_lib/json_get.py +60 -0
- package/registry/hooks/architecture-boundary-check/hook.ps1 +46 -0
- package/registry/hooks/architecture-boundary-check/hook.sh +49 -0
- package/registry/hooks/architecture-boundary-check/hook.yaml +18 -0
- package/registry/hooks/conventional-commit-check/hook.ps1 +68 -0
- package/registry/hooks/conventional-commit-check/hook.sh +68 -0
- package/registry/hooks/conventional-commit-check/hook.yaml +16 -0
- package/registry/hooks/format-on-write/hook.ps1 +36 -0
- package/registry/hooks/format-on-write/hook.sh +33 -0
- package/registry/hooks/format-on-write/hook.yaml +14 -0
- package/registry/hooks/guard-protected-paths/hook.ps1 +34 -0
- package/registry/hooks/guard-protected-paths/hook.sh +35 -0
- package/registry/hooks/guard-protected-paths/hook.yaml +14 -0
- package/registry/hooks/no-secrets/hook.ps1 +67 -0
- package/registry/hooks/no-secrets/hook.sh +56 -0
- package/registry/hooks/no-secrets/hook.yaml +16 -0
- package/registry/skills/adr-write/SKILL.md +127 -0
- package/registry/skills/adr-write/references/adr-template.md +143 -0
- package/registry/skills/adr-write/references/when-to-write-an-adr.md +74 -0
- package/registry/skills/adr-write/skill.yaml +7 -0
- package/registry/skills/architecture-guard/SKILL.md +150 -0
- package/registry/skills/architecture-guard/references/boundary-patterns.md +142 -0
- package/registry/skills/architecture-guard/references/violation-catalog.md +149 -0
- package/registry/skills/architecture-guard/skill.yaml +7 -0
- package/registry/skills/handoff/SKILL.md +125 -0
- package/registry/skills/handoff/references/agent-protocol.md +128 -0
- package/registry/skills/handoff/references/handoff-template.md +116 -0
- package/registry/skills/handoff/skill.yaml +7 -0
- package/registry/skills/onboard/SKILL.md +120 -0
- package/registry/skills/onboard/references/discovery-checklist.md +129 -0
- package/registry/skills/onboard/references/repo-map-template.md +120 -0
- package/registry/skills/onboard/skill.yaml +7 -0
- package/registry/skills/perf-budget/SKILL.md +152 -0
- package/registry/skills/perf-budget/references/budget-catalog.md +165 -0
- package/registry/skills/perf-budget/references/measurement-sources.md +163 -0
- package/registry/skills/perf-budget/skill.yaml +7 -0
- package/registry/skills/security-review/SKILL.md +145 -0
- package/registry/skills/security-review/references/owasp-checklist.md +190 -0
- package/registry/skills/security-review/references/secret-patterns.md +110 -0
- package/registry/skills/security-review/skill.yaml +7 -0
- package/registry/skills/spec-driven/SKILL.md +124 -0
- package/registry/skills/spec-driven/references/phase-gates.md +115 -0
- package/registry/skills/spec-driven/references/plan-template.md +98 -0
- package/registry/skills/spec-driven/references/spec-template.md +101 -0
- package/registry/skills/spec-driven/references/tasks-template.md +96 -0
- package/registry/skills/spec-driven/skill.yaml +7 -0
- package/registry/skills/test-first/SKILL.md +125 -0
- package/registry/skills/test-first/references/anti-patterns.md +178 -0
- package/registry/skills/test-first/references/test-design.md +156 -0
- package/registry/skills/test-first/skill.yaml +7 -0
- package/templates/README.md +104 -0
- package/templates/agent-kits/core/blueprint.yaml +39 -0
- package/templates/agent-kits/core/files/.agent/ACTIVE.md +25 -0
- package/templates/agent-kits/core/files/.agent/DECISIONS.md +27 -0
- package/templates/agent-kits/core/files/.agent/DELEGATION.md +30 -0
- package/templates/agent-kits/core/files/.agent/DONE.md +9 -0
- package/templates/agent-kits/core/files/.agent/HANDOFF.md +38 -0
- package/templates/agent-kits/core/files/.agent/delegate.mjs +352 -0
- package/templates/agent-kits/core/files/.agent/delegation-tools.json +1 -0
- package/templates/agent-kits/core/files/.agent/delegation.yaml +33 -0
- package/templates/agent-kits/core/files/AGENTS.md +107 -0
- package/templates/agent-kits/core/files/docs/ARCHITECTURE.md +26 -0
- package/templates/agent-kits/core/files/docs/adr/0001-record-architecture-decisions.md +27 -0
- package/templates/agent-kits/core/files/specs/000-template/plan.md +48 -0
- package/templates/agent-kits/core/files/specs/000-template/spec.md +45 -0
- package/templates/agent-kits/core/files/specs/000-template/tasks.md +21 -0
- package/templates/agent-kits/core/files/specs/README.md +32 -0
- package/templates/architectures/agentic-tool-loop/blueprint.yaml +137 -0
- package/templates/architectures/agentic-tool-loop/files/.importlinter +47 -0
- package/templates/architectures/agentic-tool-loop/files/docs/architecture/agentic-tool-loop.node.md +83 -0
- package/templates/architectures/agentic-tool-loop/files/docs/architecture/agentic-tool-loop.python.md +93 -0
- package/templates/architectures/agentic-tool-loop/files/package.json +6 -0
- package/templates/architectures/agentic-tool-loop/files/pyproject.toml +5 -0
- package/templates/architectures/agentic-tool-loop/files/scripts/check-agent-loop.mjs +227 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/__init__.py +20 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/loop.py +112 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/model.py +50 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/sandbox.py +62 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/settings.py +69 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/__init__.py +6 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/current_time.py +27 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/registry.py +44 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/spec.py +29 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/write_note.py +36 -0
- package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/trace.py +33 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/config.ts +65 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/index.ts +8 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/loop.ts +117 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/model.ts +35 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/sandbox.ts +52 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/tools/current-time.ts +13 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/tools/registry.ts +49 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/tools/types.ts +26 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/tools/write-note.ts +23 -0
- package/templates/architectures/agentic-tool-loop/files/src/agent/trace.ts +26 -0
- package/templates/architectures/agentic-tool-loop/files/tests/architecture/test_agent_loop.py +167 -0
- package/templates/architectures/bff/blueprint.yaml +83 -0
- package/templates/architectures/bff/files/docs/architecture/bff.node.md +115 -0
- package/templates/architectures/bff/files/docs/architecture/bff.typescript.md +113 -0
- package/templates/architectures/bff/files/scripts/check-bff-boundaries.mjs +223 -0
- package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/aggregate.ts +38 -0
- package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/config.ts +30 -0
- package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/dto.ts +21 -0
- package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/index.ts +6 -0
- package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/routes.ts +21 -0
- package/templates/architectures/bff/files/src/bff/__secondaryClient.kebab__/aggregate.ts +23 -0
- package/templates/architectures/bff/files/src/bff/__secondaryClient.kebab__/config.ts +26 -0
- package/templates/architectures/bff/files/src/bff/__secondaryClient.kebab__/dto.ts +16 -0
- package/templates/architectures/bff/files/src/bff/__secondaryClient.kebab__/index.ts +6 -0
- package/templates/architectures/bff/files/src/bff/__secondaryClient.kebab__/routes.ts +21 -0
- package/templates/architectures/bff/files/src/downstream/config.ts +35 -0
- package/templates/architectures/bff/files/src/downstream/http-client.ts +41 -0
- package/templates/architectures/bff/files/src/downstream/index.ts +9 -0
- package/templates/architectures/bff/files/src/downstream/orders-client.ts +23 -0
- package/templates/architectures/bff/files/src/downstream/profile-client.ts +18 -0
- package/templates/architectures/clean/blueprint.yaml +147 -0
- package/templates/architectures/clean/files/.importlinter +35 -0
- package/templates/architectures/clean/files/Directory.Packages.props +7 -0
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- package/templates/architectures/clean/files/eslint.config.architecture.mjs +27 -0
- package/templates/architectures/clean/files/internal/application/doc.go +2 -0
- package/templates/architectures/clean/files/internal/application/ports/doc.go +2 -0
- package/templates/architectures/clean/files/internal/architecture/architecture_test.go +166 -0
- package/templates/architectures/clean/files/internal/architecture/doc.go +3 -0
- package/templates/architectures/clean/files/internal/domain/doc.go +2 -0
- package/templates/architectures/clean/files/internal/infrastructure/doc.go +2 -0
- package/templates/architectures/clean/files/pyproject.toml +2 -0
- package/templates/architectures/clean/files/scripts/check-architecture.mjs +68 -0
- package/templates/architectures/clean/files/src/__solutionName.dot__.Application/Abstractions/.gitkeep +1 -0
- package/templates/architectures/clean/files/src/__solutionName.dot__.Application/AssemblyMarker.cs +10 -0
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- package/templates/architectures/cqrs/blueprint.yaml +134 -0
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stars: 188
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89
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+
spdx: MIT
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90
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+
spdxSource: github-license-detection
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91
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+
licenseClass: vendorable
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92
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+
maintained: true
|
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93
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+
lastCommit: "2026-04-21T08:31:28Z"
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94
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+
stack: typescript, phaser, vite
|
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95
|
+
complexity: simple
|
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96
|
+
proposedLayerIds:
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97
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+
- engine-phaser
|
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98
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+
- build-vite-ts
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99
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+
- game-scene-router
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100
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+
- assets-static-pipeline
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101
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+
whatToBorrow: >-
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102
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+
The official Phaser starter and the cleanest strip-down baseline in the
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103
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+
whole category — roughly a dozen files, no framework noise. Take
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104
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+
`src/game/main.ts` (the `Phaser.Types.Core.GameConfig` object: type
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105
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+
`AUTO`, fixed 1024x768 canvas, `parent: 'game-container'`, and the scene
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106
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+
array) and the `src/game/scenes/` set —
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107
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+
Boot -> Preloader -> MainMenu -> Game -> GameOver — which is the
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108
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+
scene-lifecycle convention nearly every Phaser project ends up
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109
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+
rediscovering: Boot loads
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110
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+
only the assets needed to draw the loading bar, Preloader loads the rest
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111
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+
and shows progress via `this.load.on('progress')`. Also worth adapting is
|
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112
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+
`vite/config.dev.mjs` vs `vite/config.prod.mjs` — the prod config's manual
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113
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+
`phaser` vendor chunk plus terser passes is the difference between a 1.5MB
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114
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+
and a cached-vendor bundle. The `public/assets` convention keeps game art
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115
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+
out of the bundler graph entirely.
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116
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+
whatToAvoid: >-
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117
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+
There is no state management, no save system, no audio layer and no test
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118
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+
setup — this is a canvas and a scene stack, nothing more. Note the config
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119
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+
ships NO `scale` block at all: the canvas is a fixed 1024x768 and does not
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120
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+
respond to viewport size, so any responsive template must add
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121
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+
`scale.mode` / `autoCenter` itself. The template
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122
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+
posts anonymous usage telemetry from `log.js` on build; strip that before
|
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123
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+
vendoring. Star count is low because it is a template repo people click
|
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124
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+
"Use this template" on rather than star, so do not read 188 as weak
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125
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+
adoption — read the 40k-star parent engine instead.
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126
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+
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127
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+
- name: colyseus/create-colyseus-app
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128
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+
url: https://github.com/colyseus/create-colyseus-app
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129
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+
stars: 39
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130
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+
spdx: MIT
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131
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+
spdxSource: github-license-detection
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132
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+
licenseClass: vendorable
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133
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+
maintained: true
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134
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+
lastCommit: "2026-04-06T14:20:33Z"
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135
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+
stack: typescript, node, colyseus
|
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136
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+
complexity: simple
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137
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+
proposedLayerIds:
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138
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+
- netcode-colyseus
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139
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+
- server-node-express
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140
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+
- build-tsx-watch
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141
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+
- test-colyseus-room
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142
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+
whatToBorrow: >-
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143
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+
The canonical minimal authoritative-server scaffold, and the single best
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144
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+
shape to copy for any "multiplayer room" Groundplan layer. Take
|
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145
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+
`templates/typescript/src/rooms/MyRoom.ts` (the `Room<MyRoomState>`
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146
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+
subclass with `onCreate`/`onJoin`/`onLeave`/`onDispose` and
|
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147
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+
`this.onMessage("type", cb)` routing) and
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148
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+
`src/rooms/schema/MyRoomState.ts`, which demonstrates the `@type("string")`
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149
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+
/ `MapSchema` decorator pattern that drives Colyseus's binary delta
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150
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+
encoding — getting this file's shape right is 80% of a working multiplayer
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151
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+
game. `src/app.config.ts` is the modern entry point worth adapting: it
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152
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+
wires `gameServer.define("my_room", MyRoom)`, mounts the monitor at
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153
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+
`/monitor` and the playground in dev only. `test/MyRoom.test.ts` shows
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154
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+
`boot()` + `sdk.joinOrCreate()` + `waitForNextPatch()`, which is the only
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155
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+
sane way to integration-test room state sync.
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156
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+
whatToAvoid: >-
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157
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+
Single room, no auth, no persistence, no matchmaking beyond
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158
|
+
`joinOrCreate`, and the monitor endpoint is unauthenticated — all three
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159
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+
must be closed before anything ships. The repo carries five variants under
|
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160
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+
`templates/` (cjs, esm, haxe, monorepo, typescript); vendor only the
|
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161
|
+
`typescript` one — it is the variant the paths above refer to. 39 stars is a
|
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162
|
+
scaffolding CLI, not a project — judge it by the 7k-star server it emits.
|
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163
|
+
|
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164
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+
- name: pmndrs/ecctrl
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165
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+
url: https://github.com/pmndrs/ecctrl
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166
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+
stars: 762
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167
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+
spdx: MIT
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168
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+
spdxSource: github-license-detection
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169
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+
licenseClass: vendorable
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170
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+
maintained: true
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171
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+
lastCommit: "2026-06-15T05:29:04Z"
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172
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+
stack: typescript, react, three, r3f, rapier
|
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173
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+
complexity: simple
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174
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+
proposedLayerIds:
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175
|
+
- controls-character-ecctrl
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176
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+
- physics-rapier
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177
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+
- input-keyboard-gamepad
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178
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+
- camera-third-person
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179
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+
whatToBorrow: >-
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180
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+
A single-concern library that solves the one problem every 3D project hits
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181
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+
on day two: a character controller that does not feel bad. Borrow the
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182
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+
floating-capsule approach in `src/character/Ecctrl.tsx` — a ray-cast down
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183
|
+
from a rigid body with a spring/damper (`springK = 80`, `dampingC = 6`)
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184
|
+
holding the body at `floatHeight = 0.2` instead of a collider resting on
|
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185
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+
the ground, which is what eliminates stair-stepping jitter and slope
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186
|
+
sliding (see the `floatingForce` computation via `subVectors`). Also adapt
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187
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+
`src/character/animation/useEcctrlAnimationStore.ts` (a compact zustand
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188
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+
store for animation state transitions) and
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|
+
`EcctrlAnimationStateController.tsx` plus `resolveAnimationState.ts`, which
|
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190
|
+
map controller velocity to GLTF animation clip names — a clean example of
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191
|
+
decoupling physics state from the animation mixer. `src/input/Joystick.tsx`
|
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192
|
+
and `src/input/VirtualButton.tsx` are a usable mobile touch input layer.
|
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193
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+
whatToAvoid: >-
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194
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+
Tightly bound to @react-three/rapier and to R3F — none of it transfers to
|
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195
|
+
vanilla Three.js or Babylon without a rewrite, so scope this to R3F layers
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196
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+
only. The tuning surface is enormous (30+ props) and the defaults are
|
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197
|
+
tuned for a specific character scale; expect to re-tune rather than accept
|
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198
|
+
defaults. Documentation is largely example-driven, so read the source over
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199
|
+
the README. The repo has been restructured into per-concern modules
|
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|
+
(`character/`, `camera.ts`, `animation`, `input/`, `gravity/`, `vehicles/`)
|
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201
|
+
and the joystick is now exported as `Joystick`, not `EcctrlJoystick` — most
|
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202
|
+
tutorials and older docs still cite the flat `src/Ecctrl.tsx` /
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|
+
`EcctrlJoystick` layout, which no longer exists. Check `src/index.ts` for
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+
the real public surface before wiring imports.
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205
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+
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+
# -------------------------------------------------------------- standard ---
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+
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208
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+
- name: pmndrs/react-three-fiber
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+
url: https://github.com/pmndrs/react-three-fiber
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210
|
+
stars: 31462
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211
|
+
spdx: MIT
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212
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+
spdxSource: github-license-detection
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213
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+
licenseClass: vendorable
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214
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+
maintained: true
|
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215
|
+
lastCommit: "2026-05-06T20:19:24Z"
|
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216
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+
stack: typescript, react, three
|
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217
|
+
complexity: standard
|
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218
|
+
proposedLayerIds:
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219
|
+
- render-r3f
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220
|
+
- render-threejs
|
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221
|
+
- build-vite-ts
|
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222
|
+
- build-nextjs
|
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223
|
+
- state-zustand
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224
|
+
whatToBorrow: >-
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225
|
+
The default 3D stack for anyone already in React, and the reconciler most
|
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226
|
+
of this category's other entries orbit. The value for Groundplan is less the
|
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227
|
+
library source than the integration patterns: adapt the `<Canvas>`
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228
|
+
configuration conventions (the `gl` prop for renderer settings,
|
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229
|
+
`camera={{ position, fov }}`, `dpr={[1, 2]}` for retina clamping, and
|
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230
|
+
`frameloop="demand"` which is the single highest-leverage setting for any
|
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231
|
+
non-continuously-animated scene). Take `useFrame` for the render loop and
|
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232
|
+
`useThree` for imperative escape hatches, and copy the `extend()` mechanism
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233
|
+
for registering non-core Three.js classes as JSX elements — that is how any
|
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234
|
+
custom shader or third-party Three addon gets a declarative API. The
|
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235
|
+
`examples/` directory carries current Vite and Next.js wiring, including
|
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236
|
+
the SSR-safe dynamic-import pattern Next needs.
|
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237
|
+
whatToAvoid: >-
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238
|
+
This is a renderer, not a game framework — no physics, no asset pipeline,
|
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239
|
+
no input handling, no audio; all of that arrives as separate pmndrs
|
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240
|
+
packages, so a realistic template pulls 5-8 dependencies from one org and
|
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241
|
+
inherits that org's release cadence. React reconciliation is a real cost in
|
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242
|
+
hot loops: mutate refs inside `useFrame` rather than calling `setState`
|
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243
|
+
per frame, and treat any per-frame `setState` in vendored example code as a
|
|
244
|
+
bug to fix. Version coupling between r3f, drei and three is tight enough
|
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245
|
+
that a template must pin all three together.
|
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246
|
+
|
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247
|
+
- name: pmndrs/drei
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248
|
+
url: https://github.com/pmndrs/drei
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249
|
+
stars: 9748
|
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250
|
+
spdx: MIT
|
|
251
|
+
spdxSource: github-license-detection
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252
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+
licenseClass: vendorable
|
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253
|
+
maintained: true
|
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254
|
+
lastCommit: "2026-01-30T16:53:55Z"
|
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255
|
+
stack: typescript, react, three, r3f
|
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256
|
+
complexity: standard
|
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257
|
+
proposedLayerIds:
|
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258
|
+
- render-r3f
|
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259
|
+
- controls-orbit
|
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260
|
+
- assets-gltf-loader
|
|
261
|
+
- lighting-environment-hdri
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262
|
+
- perf-instancing
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263
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+
whatToBorrow: >-
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264
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+
The helper library that turns bare R3F into something you can ship, and the
|
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265
|
+
richest single source of copyable 3D patterns in the ecosystem. Highest
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266
|
+
value for Groundplan layers: `<Environment preset="..." />` for one-line IBL
|
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267
|
+
lighting (which is what makes hobby scenes suddenly look professional),
|
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268
|
+
`<OrbitControls>` / `<CameraControls>` for camera layers, `useGLTF` with
|
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269
|
+
its `.preload()` static for the asset layer, `<Instances>`/`<Merged>` for
|
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270
|
+
the draw-call-reduction layer, and `<Html>` for DOM-in-3D overlays. Also
|
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271
|
+
adapt `<AdaptiveDpr>` and `<PerformanceMonitor>`, which together implement
|
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272
|
+
dynamic resolution scaling — the standard answer to "runs badly on
|
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273
|
+
laptops". `<Bvh>` is worth taking for any scene doing raycast picking
|
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274
|
+
against dense geometry.
|
|
275
|
+
whatToAvoid: >-
|
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276
|
+
Enormous surface area (150+ components) and a grab-bag character — import
|
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277
|
+
selectively from `@react-three/drei` subpaths or the bundle balloons.
|
|
278
|
+
Several components are thin wrappers whose abstraction leaks the moment you
|
|
279
|
+
need a Three.js API they did not forward; when that happens drop to
|
|
280
|
+
three.js directly rather than fighting the wrapper. Some components are
|
|
281
|
+
effectively unmaintained experiments sitting beside heavily-used ones with
|
|
282
|
+
no signal distinguishing them, so verify any component you vendor is
|
|
283
|
+
actually exercised in the repo's own examples.
|
|
284
|
+
|
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285
|
+
- name: pmndrs/react-three-rapier
|
|
286
|
+
url: https://github.com/pmndrs/react-three-rapier
|
|
287
|
+
stars: 1412
|
|
288
|
+
spdx: MIT
|
|
289
|
+
spdxSource: github-license-detection
|
|
290
|
+
licenseClass: vendorable
|
|
291
|
+
maintained: true
|
|
292
|
+
lastCommit: "2025-11-03T00:38:25Z"
|
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293
|
+
stack: typescript, react, three, r3f, rapier, wasm
|
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294
|
+
complexity: standard
|
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295
|
+
proposedLayerIds:
|
|
296
|
+
- physics-rapier
|
|
297
|
+
- render-r3f
|
|
298
|
+
- collision-events
|
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299
|
+
- debug-physics-overlay
|
|
300
|
+
whatToBorrow: >-
|
|
301
|
+
The physics layer for R3F, and a good template for wrapping any WASM
|
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302
|
+
simulation in React. Take the `<Physics>` provider configuration
|
|
303
|
+
(`gravity`, `timeStep="vary"` vs a fixed step, `interpolate`, and `paused`
|
|
304
|
+
— a fixed timestep with interpolation is the correct default for
|
|
305
|
+
determinism and Groundplan templates should ship it that way), plus the
|
|
306
|
+
`<RigidBody>` / `<CuboidCollider>` composition model. The `colliders="hull"
|
|
307
|
+
| "trimesh" | "ball"` auto-generation prop is worth adapting wholesale:
|
|
308
|
+
it derives colliders from mesh geometry so authors do not hand-write
|
|
309
|
+
collision shapes. Copy the collision-event surface (`onCollisionEnter`,
|
|
310
|
+
`onIntersectionEnter`, and sensor colliders) as the gameplay-trigger
|
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311
|
+
pattern, and keep the `debug` prop wiring — a toggleable collider overlay
|
|
312
|
+
pays for itself immediately.
|
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313
|
+
whatToAvoid: >-
|
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314
|
+
Rapier ships as WASM, which means bundler configuration is a real
|
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315
|
+
integration cost — Vite needs `optimizeDeps.exclude` and Next.js needs
|
|
316
|
+
`webpack.experiments.asyncWebAssembly`; any vendored template must carry
|
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317
|
+
that config or it fails at build time, not runtime. Trimesh colliders are
|
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318
|
+
slow and cannot be dynamic; templates should default to hull. At ~9 months
|
|
319
|
+
since the last commit this is the least active entry retained here — still
|
|
320
|
+
comfortably inside the 18-month bar, but track it, as the underlying
|
|
321
|
+
dimforge/rapier moves faster than the wrapper.
|
|
322
|
+
|
|
323
|
+
- name: pmndrs/xr
|
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324
|
+
url: https://github.com/pmndrs/xr
|
|
325
|
+
stars: 2600
|
|
326
|
+
spdx: MIT
|
|
327
|
+
spdxSource: LICENSE-file # GitHub detected no license; LICENSE is verbatim MIT ("Permission is hereby granted, free of charge...") (c) 2024 Bela Bohlender
|
|
328
|
+
licenseClass: vendorable
|
|
329
|
+
maintained: true
|
|
330
|
+
lastCommit: "2026-05-29T01:42:21Z"
|
|
331
|
+
stack: typescript, react, three, r3f, webxr
|
|
332
|
+
complexity: standard
|
|
333
|
+
proposedLayerIds:
|
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334
|
+
- xr-webxr
|
|
335
|
+
- render-r3f
|
|
336
|
+
- input-hand-tracking
|
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337
|
+
- ui-spatial
|
|
338
|
+
whatToBorrow: >-
|
|
339
|
+
The current WebXR layer for R3F (v6, a full rewrite of the older react-xr)
|
|
340
|
+
and the only maintained permissive option for VR/AR templates. Adapt the
|
|
341
|
+
`createXRStore()` + `<XR store={store}>` pattern — decoupling the XR session
|
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342
|
+
store from the component tree is what lets non-XR UI trigger
|
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343
|
+
`store.enterVR()`. Take the controller/hand model components and the
|
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344
|
+
`<XROrigin>` rig for player positioning, and the pointer abstraction that
|
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345
|
+
unifies ray, grab and touch input so gameplay code does not branch on input
|
|
346
|
+
source. The `examples/` directory carries working hand-tracking and
|
|
347
|
+
AR-passthrough setups that are otherwise painful to assemble from spec
|
|
348
|
+
documents.
|
|
349
|
+
whatToAvoid: >-
|
|
350
|
+
GitHub's license detector returns nothing for this repo because the LICENSE
|
|
351
|
+
file leads with a copyright line — do not let an automated scan mark it
|
|
352
|
+
unlicensed; it is MIT, verified by reading the file. The v5-to-v6 API break
|
|
353
|
+
was severe, so most tutorials and Stack Overflow answers online are for the
|
|
354
|
+
old `react-xr` package and will not compile. Testing requires real hardware
|
|
355
|
+
or the browser XR emulator extension, which makes CI coverage
|
|
356
|
+
effectively impossible — do not promise tested XR templates.
|
|
357
|
+
|
|
358
|
+
- name: threlte/threlte
|
|
359
|
+
url: https://github.com/threlte/threlte
|
|
360
|
+
stars: 3299
|
|
361
|
+
spdx: MIT
|
|
362
|
+
spdxSource: github-license-detection
|
|
363
|
+
licenseClass: vendorable
|
|
364
|
+
maintained: true
|
|
365
|
+
lastCommit: "2026-06-11T11:36:51Z"
|
|
366
|
+
stack: typescript, svelte, three
|
|
367
|
+
complexity: standard
|
|
368
|
+
proposedLayerIds:
|
|
369
|
+
- render-threlte-svelte
|
|
370
|
+
- render-threejs
|
|
371
|
+
- physics-rapier
|
|
372
|
+
- build-vite-ts
|
|
373
|
+
- assets-gltf-loader
|
|
374
|
+
whatToBorrow: >-
|
|
375
|
+
The Svelte answer to R3F, and the better choice when per-frame overhead
|
|
376
|
+
matters — Svelte's compiled reactivity avoids the reconciliation cost that
|
|
377
|
+
forces R3F code into ref-mutation workarounds. Take the `<Canvas>` +
|
|
378
|
+
`<T.Mesh>` component model (the `T` namespace maps any Three.js class to a
|
|
379
|
+
component without a manual `extend()` registry, which is genuinely cleaner
|
|
380
|
+
than the R3F equivalent), the `useTask` render-loop hook with its explicit
|
|
381
|
+
task-ordering/stages system, and the monorepo split across
|
|
382
|
+
`packages/core`, `extras`, `rapier`, `theatre` and `xr` — that package
|
|
383
|
+
boundary is a good model for how Groundplan should slice 3D layers. The
|
|
384
|
+
`@threlte/gltf` CLI, which turns a .glb into a typed Svelte component, is
|
|
385
|
+
worth adapting for any asset-pipeline layer.
|
|
386
|
+
whatToAvoid: >-
|
|
387
|
+
Smaller ecosystem than R3F: fewer prebuilt helpers, so more will be written
|
|
388
|
+
by hand. It tracks Svelte's own major versions (runes/Svelte 5), meaning a
|
|
389
|
+
template pins both Svelte and Threlte majors together and inherits two
|
|
390
|
+
upgrade treadmills. Some sub-packages (theatre, xr) are markedly less
|
|
391
|
+
mature than core — verify before committing a layer to them.
|
|
392
|
+
|
|
393
|
+
- name: tresjs/tres
|
|
394
|
+
url: https://github.com/tresjs/tres
|
|
395
|
+
stars: 3628
|
|
396
|
+
spdx: MIT
|
|
397
|
+
spdxSource: github-license-detection
|
|
398
|
+
licenseClass: vendorable
|
|
399
|
+
maintained: true
|
|
400
|
+
lastCommit: "2026-07-15T08:50:00Z"
|
|
401
|
+
stack: typescript, vue, three
|
|
402
|
+
complexity: standard
|
|
403
|
+
proposedLayerIds:
|
|
404
|
+
- render-tres-vue
|
|
405
|
+
- render-threejs
|
|
406
|
+
- build-vite-ts
|
|
407
|
+
- build-nuxt
|
|
408
|
+
- controls-orbit
|
|
409
|
+
whatToBorrow: >-
|
|
410
|
+
The Vue equivalent, and the most actively developed of the three framework
|
|
411
|
+
bindings listed here. Borrow the `<TresCanvas>` configuration and the
|
|
412
|
+
convention that any Three.js class is available as `<TresMesh>`,
|
|
413
|
+
`<TresPerspectiveCamera>` and so on via a compiler-level catalogue — no
|
|
414
|
+
import or registration step, which makes it the lowest-ceremony of the
|
|
415
|
+
framework wrappers. Take the `useLoop` composable for the render loop, the
|
|
416
|
+
`useTresContext` provide/inject pattern for reaching renderer internals,
|
|
417
|
+
and the `@tresjs/cientos` package as the drei-equivalent helper layer.
|
|
418
|
+
The official Nuxt module is worth adapting for the SSR story, since it
|
|
419
|
+
handles the client-only boundary that otherwise breaks 3D under SSR.
|
|
420
|
+
whatToAvoid: >-
|
|
421
|
+
The prop-passing convention (`:args`, kebab-vs-camel casing, `.prop`
|
|
422
|
+
modifiers) is unusual and a common source of silent no-ops where a
|
|
423
|
+
misspelled prop simply does nothing rather than erroring. Ecosystem depth
|
|
424
|
+
trails both R3F and Threlte, and helper coverage in cientos is uneven.
|
|
425
|
+
Vue 2 is entirely unsupported — do not offer this layer to a Vue 2 target.
|
|
426
|
+
|
|
427
|
+
- name: TheBevyFlock/bevy_new_2d
|
|
428
|
+
url: https://github.com/TheBevyFlock/bevy_new_2d
|
|
429
|
+
stars: 470
|
|
430
|
+
spdx: MIT OR Apache-2.0 OR CC0-1.0 # disjunctive: LICENSE-MIT.txt, LICENSE-Apache-2.0.txt, LICENSE-CC0-1.0.txt all present; GitHub's sidebar surfaces only "MIT"
|
|
431
|
+
spdxSource: LICENSE-file # sidebar under-reports the tri-license; the three LICENSE-*.txt files were read directly
|
|
432
|
+
licenseClass: vendorable # all three options are vendorable; take MIT and carry its notice
|
|
433
|
+
maintained: true
|
|
434
|
+
lastCommit: "2026-05-09T22:16:48Z"
|
|
435
|
+
stack: rust, bevy
|
|
436
|
+
complexity: standard
|
|
437
|
+
proposedLayerIds:
|
|
438
|
+
- engine-bevy
|
|
439
|
+
- ecs-bevy
|
|
440
|
+
- build-cargo
|
|
441
|
+
- ci-github-actions-release
|
|
442
|
+
- audio-bevy
|
|
443
|
+
whatToBorrow: >-
|
|
444
|
+
The community-standard Bevy game template and the best available model for
|
|
445
|
+
structuring a Rust ECS game, which is otherwise an unsolved question for
|
|
446
|
+
newcomers. Take the `src/screens/` module split (splash -> loading -> title
|
|
447
|
+
-> gameplay as distinct `Screen` states driven by Bevy's `States` +
|
|
448
|
+
`OnEnter`/`OnExit` system scheduling) — that state machine is the reusable
|
|
449
|
+
core. Also adapt `src/asset_tracking.rs`, which implements
|
|
450
|
+
load-before-you-enter resource tracking, and `src/audio.rs` (a single file,
|
|
451
|
+
not a directory) for the split between one-shot SFX and looping music with
|
|
452
|
+
independent volume controls. `src/menus/`, `src/theme/` and
|
|
453
|
+
`src/dev_tools.rs` are also worth lifting. The
|
|
454
|
+
`Cargo.toml` profile section is quietly the most valuable file:
|
|
455
|
+
`[profile.dev] opt-level = 1` with `[profile.dev.package."*"] opt-level = 3`
|
|
456
|
+
is what makes Bevy dev builds tolerable, and the release profile enables
|
|
457
|
+
LTO and strip. The GitHub Actions workflow builds and publishes web plus
|
|
458
|
+
desktop artifacts, including the wasm-bindgen and itch.io upload steps.
|
|
459
|
+
whatToAvoid: >-
|
|
460
|
+
Bevy's pre-1.0 releases still break APIs meaningfully at each minor
|
|
461
|
+
version, and the template tracks them — pin the Bevy version in any
|
|
462
|
+
generated project and expect migration work per upgrade. It is a 2D
|
|
463
|
+
template despite this category's 3D framing; the screens/assets/audio
|
|
464
|
+
scaffolding transfers to 3D unchanged, but the rendering and camera code
|
|
465
|
+
does not. Compile times are the standing complaint: without the dynamic
|
|
466
|
+
linking feature and a fast linker (both configured in the template, keep
|
|
467
|
+
them) iteration is slow. Small star count reflects both the template-repo
|
|
468
|
+
effect and Rust gamedev's overall size.
|
|
469
|
+
|
|
470
|
+
- name: godotengine/godot-demo-projects
|
|
471
|
+
url: https://github.com/godotengine/godot-demo-projects
|
|
472
|
+
stars: 9187
|
|
473
|
+
spdx: MIT
|
|
474
|
+
spdxSource: github-license-detection
|
|
475
|
+
licenseClass: vendorable
|
|
476
|
+
maintained: true
|
|
477
|
+
lastCommit: "2026-07-15T18:11:33Z"
|
|
478
|
+
stack: gdscript, csharp, godot
|
|
479
|
+
complexity: standard
|
|
480
|
+
proposedLayerIds:
|
|
481
|
+
- engine-godot
|
|
482
|
+
- netcode-godot-multiplayer
|
|
483
|
+
- xr-openxr-godot
|
|
484
|
+
- physics-godot-3d
|
|
485
|
+
- ci-godot-export
|
|
486
|
+
whatToBorrow: >-
|
|
487
|
+
The official first-party demo collection and — importantly for this
|
|
488
|
+
category — a permissively licensed one, which is exactly what Unity's
|
|
489
|
+
equivalent is not. Each subdirectory is a self-contained project with its
|
|
490
|
+
own `project.godot`, making it unusually easy to lift a single pattern.
|
|
491
|
+
Highest value: `3d/platformer` and `3d/kinematic_character` for
|
|
492
|
+
`CharacterBody3D` movement and `move_and_slide` conventions,
|
|
493
|
+
`networking/multiplayer_bomber` for the high-level MultiplayerAPI with
|
|
494
|
+
`@rpc` annotations and `MultiplayerSpawner`/`MultiplayerSynchronizer`
|
|
495
|
+
nodes, `xr/openxr_*` for the OpenXR rig, and `loading/threaded_loading`
|
|
496
|
+
for `ResourceLoader.load_threaded_request`. The `project.godot` files
|
|
497
|
+
themselves are the template payload: rendering method, physics tick,
|
|
498
|
+
window stretch mode and input map defaults.
|
|
499
|
+
whatToAvoid: >-
|
|
500
|
+
Demos are teaching artifacts, not production scaffolds — no save systems,
|
|
501
|
+
no settings persistence, no localization, and error handling is usually
|
|
502
|
+
absent. Quality varies significantly between directories and some demos
|
|
503
|
+
lag the current Godot release; check each project's `config/features`
|
|
504
|
+
version before adapting. The repo is branched per Godot major version, so
|
|
505
|
+
vendoring from the wrong branch produces a project that will not open.
|
|
506
|
+
GDScript and C# coverage is uneven, with C# a distinct minority.
|
|
507
|
+
|
|
508
|
+
# ---------------------------------------------------------- professional ---
|
|
509
|
+
|
|
510
|
+
- name: phaserjs/phaser
|
|
511
|
+
url: https://github.com/phaserjs/phaser
|
|
512
|
+
stars: 39980
|
|
513
|
+
spdx: MIT
|
|
514
|
+
spdxSource: github-license-detection
|
|
515
|
+
licenseClass: vendorable
|
|
516
|
+
maintained: true
|
|
517
|
+
lastCommit: "2026-07-09T14:28:26Z"
|
|
518
|
+
stack: javascript, typescript, webgl, canvas
|
|
519
|
+
complexity: professional
|
|
520
|
+
proposedLayerIds:
|
|
521
|
+
- engine-phaser
|
|
522
|
+
- physics-arcade
|
|
523
|
+
- physics-matter
|
|
524
|
+
- assets-spritesheet-atlas
|
|
525
|
+
- input-pointer-keyboard
|
|
526
|
+
- audio-webaudio
|
|
527
|
+
whatToBorrow: >-
|
|
528
|
+
The most battle-tested 2D web engine, with a decade of shipped commercial
|
|
529
|
+
games behind it. For Groundplan, borrow the architecture rather than the source:
|
|
530
|
+
the Scene lifecycle contract (`init` -> `preload` -> `create` -> `update`)
|
|
531
|
+
is the cleanest game-loop convention in web gamedev and transfers to
|
|
532
|
+
engines that lack one. Adapt the two-tier physics story — Arcade (AABB
|
|
533
|
+
only, extremely fast, the correct default) versus Matter.js (full rigid
|
|
534
|
+
body) selected per-scene rather than per-project — as a physics layer
|
|
535
|
+
decision point. The Loader's pack-file format and texture-atlas handling is
|
|
536
|
+
a ready-made asset pipeline, and the `scale` manager's `FIT`/`RESIZE`
|
|
537
|
+
modes with `autoCenter` solve responsive canvas sizing properly. Its
|
|
538
|
+
WebGL pipeline system is a good reference for custom shader integration.
|
|
539
|
+
whatToAvoid: >-
|
|
540
|
+
2D only — despite living in this category it will not serve any 3D layer,
|
|
541
|
+
and attempts to fake 3D in it are a trap. The full bundle is large; a real
|
|
542
|
+
template needs custom builds or tree-shaking config to avoid shipping
|
|
543
|
+
physics engines the game never uses. TypeScript types are generated from
|
|
544
|
+
JSDoc and are noticeably weaker than a native-TS engine's, with `any`
|
|
545
|
+
appearing in places that matter. Phaser 3 to 4 migration is ongoing in the
|
|
546
|
+
ecosystem, so pin the major and check which one any borrowed example
|
|
547
|
+
targets.
|
|
548
|
+
|
|
549
|
+
- name: colyseus/colyseus
|
|
550
|
+
url: https://github.com/colyseus/colyseus
|
|
551
|
+
stars: 7097
|
|
552
|
+
spdx: MIT
|
|
553
|
+
spdxSource: github-license-detection
|
|
554
|
+
licenseClass: vendorable
|
|
555
|
+
maintained: true
|
|
556
|
+
lastCommit: "2026-06-23T15:31:37Z"
|
|
557
|
+
stack: typescript, node, websocket
|
|
558
|
+
complexity: professional
|
|
559
|
+
proposedLayerIds:
|
|
560
|
+
- netcode-colyseus
|
|
561
|
+
- state-sync-schema
|
|
562
|
+
- matchmaking-rooms
|
|
563
|
+
- scaling-redis-presence
|
|
564
|
+
- server-node-express
|
|
565
|
+
- auth-jwt
|
|
566
|
+
whatToBorrow: >-
|
|
567
|
+
The strongest permissive authoritative-multiplayer server in the JS
|
|
568
|
+
ecosystem and the natural backend layer for every client engine in this
|
|
569
|
+
file. Borrow the Schema system (`@colyseus/schema`) — decorated state
|
|
570
|
+
classes that produce binary deltas so only changed fields cross the wire —
|
|
571
|
+
which is the piece that is genuinely hard to build and easy to adapt. Take
|
|
572
|
+
the room lifecycle and `setSimulationInterval` for fixed-tick server logic,
|
|
573
|
+
`state.listen()`/`onChange` on the client for reactive binding, and the
|
|
574
|
+
`RedisPresence` + `RedisDriver` pairing that lets rooms be discovered
|
|
575
|
+
across a multi-process deployment — that is the whole horizontal-scaling
|
|
576
|
+
story and it is only a config swap from the single-process default.
|
|
577
|
+
`@colyseus/auth` and the `onAuth` hook give a clean pre-join
|
|
578
|
+
authentication seam. Client SDKs exist for Unity, Godot, Defold and
|
|
579
|
+
Haxe, so one server layer serves several engine templates.
|
|
580
|
+
whatToAvoid: >-
|
|
581
|
+
Rooms are stateful and in-memory, so a crashed process loses live game
|
|
582
|
+
state unless you add persistence yourself — the template must not imply
|
|
583
|
+
otherwise. It is TCP/WebSocket only; genuinely latency-critical action
|
|
584
|
+
games want UDP/WebRTC (geckos.io is the permissive alternative there).
|
|
585
|
+
The hosted Colyseus Cloud is the maintainers' commercial product, which is
|
|
586
|
+
a soft pull toward their infrastructure — self-hosting is fully supported
|
|
587
|
+
but less documented, so a template should include its own Dockerfile
|
|
588
|
+
rather than lean on the cloud path. Schema has a hard 64-field-per-class
|
|
589
|
+
limit that surprises people late.
|
|
590
|
+
|
|
591
|
+
- name: MirrorNetworking/Mirror
|
|
592
|
+
url: https://github.com/MirrorNetworking/Mirror
|
|
593
|
+
stars: 6249
|
|
594
|
+
spdx: MIT
|
|
595
|
+
spdxSource: github-license-detection
|
|
596
|
+
licenseClass: vendorable
|
|
597
|
+
maintained: true
|
|
598
|
+
lastCommit: "2026-07-14T15:54:09Z"
|
|
599
|
+
stack: csharp, unity
|
|
600
|
+
complexity: professional
|
|
601
|
+
proposedLayerIds:
|
|
602
|
+
- netcode-mirror-unity
|
|
603
|
+
- engine-unity
|
|
604
|
+
- state-sync-syncvar
|
|
605
|
+
- transport-kcp-udp
|
|
606
|
+
- matchmaking-lobby
|
|
607
|
+
whatToBorrow: >-
|
|
608
|
+
The one genuinely vendorable Unity multiplayer stack — Unity's own
|
|
609
|
+
first-party Netcode for GameObjects is Unity Companion License and
|
|
610
|
+
therefore unusable as source material, which makes Mirror's MIT license
|
|
611
|
+
the deciding factor rather than a footnote. Borrow the `NetworkBehaviour`
|
|
612
|
+
model: `[SyncVar(hook = ...)]` fields for state replication,
|
|
613
|
+
`[Command]`/`[ClientRpc]`/`[TargetRpc]` for the authority-crossing call
|
|
614
|
+
convention, and `SyncList`/`SyncDictionary` for collections. Take the
|
|
615
|
+
`NetworkManager` + `NetworkRoomManager` lobby flow and the spawn/prefab
|
|
616
|
+
registration system, plus the pluggable Transport abstraction — KCP over
|
|
617
|
+
UDP as the reliable default with Telepathy (TCP) and WebSockets as
|
|
618
|
+
alternates is a good model for any transport layer. Interest management
|
|
619
|
+
(spatial hashing) is production-grade and worth studying for any
|
|
620
|
+
large-world template.
|
|
621
|
+
whatToAvoid: >-
|
|
622
|
+
Unity-only and Unity-version-coupled; it uses IL post-processing (weaving)
|
|
623
|
+
to generate serialization, which means obscure build-time errors when
|
|
624
|
+
Unity's compilation pipeline changes and poor interaction with some IL2CPP
|
|
625
|
+
and code-stripping settings. Its heritage is the deprecated UNet API, so
|
|
626
|
+
some naming and design decisions are inherited rather than chosen. The
|
|
627
|
+
project has a paid-support/commercial-services side and several forks
|
|
628
|
+
(Fish-Networking, Mirage) exist precisely because of past governance
|
|
629
|
+
disagreements — worth knowing before standardizing on it.
|
|
630
|
+
|
|
631
|
+
- name: playcanvas/engine
|
|
632
|
+
url: https://github.com/playcanvas/engine
|
|
633
|
+
stars: 16258
|
|
634
|
+
spdx: MIT
|
|
635
|
+
spdxSource: github-license-detection
|
|
636
|
+
licenseClass: vendorable
|
|
637
|
+
maintained: true
|
|
638
|
+
lastCommit: "2026-07-18T13:17:38Z"
|
|
639
|
+
stack: javascript, typescript, webgl, webgpu
|
|
640
|
+
complexity: professional
|
|
641
|
+
proposedLayerIds:
|
|
642
|
+
- render-playcanvas
|
|
643
|
+
- webgpu-renderer
|
|
644
|
+
- ecs-playcanvas
|
|
645
|
+
- assets-gltf-loader
|
|
646
|
+
- perf-mobile
|
|
647
|
+
- render-gaussian-splatting
|
|
648
|
+
whatToBorrow: >-
|
|
649
|
+
A full engine rather than a rendering library — the entity-component
|
|
650
|
+
system, asset registry, input, audio and scene graph all ship together,
|
|
651
|
+
which makes it the closest thing here to "Unity for the web" under an MIT
|
|
652
|
+
license. Borrow the `pc.Entity` + `addComponent('render'|'rigidbody'|
|
|
653
|
+
'script')` ECS conventions and the ScriptType lifecycle
|
|
654
|
+
(`initialize`/`update`/`postUpdate`/`swap`) — the `swap` hot-reload hook is
|
|
655
|
+
a pattern worth stealing outright. Its WebGPU backend is among the most
|
|
656
|
+
complete in production JS engines and the graphics-device abstraction
|
|
657
|
+
cleanly hides the WebGL2/WebGPU split, which is the right shape for a
|
|
658
|
+
future-proof renderer layer. Mobile performance work is exceptionally
|
|
659
|
+
thorough and the Gaussian-splatting support is first-class, making it the
|
|
660
|
+
strongest pick for a splat/photogrammetry viewer template.
|
|
661
|
+
whatToAvoid: >-
|
|
662
|
+
The engine is MIT but the well-known PlayCanvas *Editor* is a proprietary
|
|
663
|
+
hosted product — do not let a template's docs blur the two, and build the
|
|
664
|
+
code-first path only. Smaller community than Three.js means fewer
|
|
665
|
+
third-party examples and more reading of source. The physics component
|
|
666
|
+
requires the external Ammo.js WASM build, which is a separate asset to load
|
|
667
|
+
and configure. Historically the engine assumed the editor's asset pipeline,
|
|
668
|
+
so some code-first workflows are less documented than they should be.
|
|
669
|
+
|
|
670
|
+
# ------------------------------------------------------------ enterprise ---
|
|
671
|
+
|
|
672
|
+
- name: mrdoob/three.js
|
|
673
|
+
url: https://github.com/mrdoob/three.js
|
|
674
|
+
stars: 113825
|
|
675
|
+
spdx: MIT
|
|
676
|
+
spdxSource: github-license-detection
|
|
677
|
+
licenseClass: vendorable
|
|
678
|
+
maintained: true
|
|
679
|
+
lastCommit: "2026-07-18T09:09:00Z"
|
|
680
|
+
stack: javascript, typescript, webgl, webgpu, glsl
|
|
681
|
+
complexity: enterprise
|
|
682
|
+
proposedLayerIds:
|
|
683
|
+
- render-threejs
|
|
684
|
+
- webgpu-renderer
|
|
685
|
+
- shaders-glsl
|
|
686
|
+
- postfx-postprocessing
|
|
687
|
+
- assets-gltf-loader
|
|
688
|
+
- lighting-environment-hdri
|
|
689
|
+
- controls-orbit
|
|
690
|
+
whatToBorrow: >-
|
|
691
|
+
The substrate the majority of this category sits on, and the single richest
|
|
692
|
+
pool of adaptable 3D code that exists under MIT. The `examples/jsm/`
|
|
693
|
+
directory is the real asset: `controls/OrbitControls.js` and
|
|
694
|
+
`TransformControls.js`, `loaders/GLTFLoader.js` with its DRACO and KTX2
|
|
695
|
+
companions, the entire `postprocessing/` chain (`EffectComposer` +
|
|
696
|
+
`RenderPass` + `UnrealBloomPass` is the canonical bloom setup),
|
|
697
|
+
`utils/BufferGeometryUtils.js` for merging geometry into single draw calls,
|
|
698
|
+
and `libs/stats.module.js`. Also borrow the `RGBELoader` +
|
|
699
|
+
`PMREMGenerator` sequence for HDRI environment lighting and the color
|
|
700
|
+
management defaults (`outputColorSpace`, `toneMapping =
|
|
701
|
+
ACESFilmicToneMapping`) — those four lines account for most of the visual
|
|
702
|
+
gap between amateur and professional Three.js output. The `examples/`
|
|
703
|
+
HTML files are effectively 500+ single-file reference implementations.
|
|
704
|
+
whatToAvoid: >-
|
|
705
|
+
There is no stable API contract: three.js ships roughly monthly and
|
|
706
|
+
routinely makes breaking changes at minor versions, deleting deprecated
|
|
707
|
+
paths on a short clock — every template MUST pin an exact version, and
|
|
708
|
+
copied example code carries an expiry date. Nothing in `examples/jsm` is
|
|
709
|
+
covered by semver at all, so vendoring those files (which is the intended
|
|
710
|
+
use) means owning them thereafter. The library is unopinionated to a fault:
|
|
711
|
+
no ECS, no game loop beyond `requestAnimationFrame`, no asset manager, no
|
|
712
|
+
state — a template must supply all of it. The parallel WebGL and WebGPU
|
|
713
|
+
renderer tracks (including the TSL node-material system) are a genuine
|
|
714
|
+
fork in the road; choose one per template rather than straddling.
|
|
715
|
+
|
|
716
|
+
- name: BabylonJS/Babylon.js
|
|
717
|
+
url: https://github.com/BabylonJS/Babylon.js
|
|
718
|
+
stars: 25825
|
|
719
|
+
spdx: Apache-2.0
|
|
720
|
+
spdxSource: github-license-detection
|
|
721
|
+
licenseClass: vendorable # NOTE: Apache-2.0 — the LICENSE.md and any NOTICE text must travel with copied files
|
|
722
|
+
maintained: true
|
|
723
|
+
lastCommit: "2026-07-16T22:59:26Z"
|
|
724
|
+
stack: typescript, webgl, webgpu, wasm
|
|
725
|
+
complexity: enterprise
|
|
726
|
+
proposedLayerIds:
|
|
727
|
+
- render-babylon
|
|
728
|
+
- webgpu-renderer
|
|
729
|
+
- physics-havok
|
|
730
|
+
- xr-webxr
|
|
731
|
+
- assets-gltf-loader
|
|
732
|
+
- editor-inspector-debug
|
|
733
|
+
- shaders-node-material
|
|
734
|
+
whatToBorrow: >-
|
|
735
|
+
The most batteries-included and most enterprise-appropriate 3D web engine —
|
|
736
|
+
Microsoft-backed, TypeScript-native, and the only one here whose stability
|
|
737
|
+
guarantees are strong enough for a long-lived internal product. Borrow the
|
|
738
|
+
`SceneLoader.ImportMeshAsync` / `AssetsManager` asset pipeline, the
|
|
739
|
+
`HavokPlugin` physics integration (Havok is the same physics used in
|
|
740
|
+
shipped AAA titles and is free for web use here), and the WebXR
|
|
741
|
+
`WebXRDefaultExperience` helper which is the fastest correct path to a VR
|
|
742
|
+
session. The Inspector (`scene.debugLayer.show()`) is a full in-browser
|
|
743
|
+
scene debugger that costs one line to enable and belongs in every template
|
|
744
|
+
behind a dev flag. Its Node Material Editor produces serialized JSON
|
|
745
|
+
materials that load at runtime — a genuinely differentiated pattern for
|
|
746
|
+
letting non-programmers author shaders. Backward compatibility is an
|
|
747
|
+
explicit project value, which is the opposite of three.js's posture and
|
|
748
|
+
the reason to choose it for regulated or long-support contexts.
|
|
749
|
+
whatToAvoid: >-
|
|
750
|
+
Apache-2.0, not MIT — this is the one license nuance in the file that
|
|
751
|
+
creates an obligation: copied files need the license and attribution
|
|
752
|
+
notice carried forward, so Groundplan's attribution step must handle it rather
|
|
753
|
+
than assuming MIT everywhere. The full bundle is heavy; use the
|
|
754
|
+
`@babylonjs/core` ES-module packages with side-effect imports rather than
|
|
755
|
+
the UMD build or templates will ship several megabytes. The API is verbose
|
|
756
|
+
and class-heavy compared to the R3F/Threlte declarative styles, and the
|
|
757
|
+
Havok plugin pulls a separate WASM binary needing its own bundler config.
|
|
758
|
+
Community examples overwhelmingly live in the Playground rather than in
|
|
759
|
+
the repo, which makes offline discovery harder than three.js's `examples/`.
|
|
760
|
+
|
|
761
|
+
droppedCandidates:
|
|
762
|
+
|
|
763
|
+
- name: Unity-Technologies/com.unity.netcode.gameobjects
|
|
764
|
+
url: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects
|
|
765
|
+
stars: 2316
|
|
766
|
+
spdx: NOASSERTION # no SPDX id exists; LICENSE.md reads "Unity Companion License (UCL License)"
|
|
767
|
+
reason: >-
|
|
768
|
+
EXCLUDED ON LICENSE. GitHub detected no license; reading LICENSE.md on the
|
|
769
|
+
develop-2.0.0 branch shows the Unity Companion License, which permits use
|
|
770
|
+
only in Unity-dependent projects. That is a field-of-use restriction, not
|
|
771
|
+
an open-source grant, so it fails the vendorable gate and cannot even be
|
|
772
|
+
safely used as reference material for code we ship. Actively maintained
|
|
773
|
+
(last commit 2026-07-17) and technically the first-party choice — the
|
|
774
|
+
license is the only reason it is out. MirrorNetworking/Mirror (MIT) is
|
|
775
|
+
listed above as the permissive substitute.
|
|
776
|
+
|
|
777
|
+
- name: Unity-Technologies/com.unity.multiplayer.samples.coop
|
|
778
|
+
url: https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop
|
|
779
|
+
stars: 1950
|
|
780
|
+
spdx: NOASSERTION # LICENSE.md reads "Licensed under the Unity Companion License"
|
|
781
|
+
reason: >-
|
|
782
|
+
EXCLUDED ON LICENSE. Unity's flagship "Boss Room" co-op sample and the best
|
|
783
|
+
teaching artifact for Unity multiplayer architecture, but same Unity
|
|
784
|
+
Companion License as above. Last commit 2025-10-23, so maintenance is not
|
|
785
|
+
the issue — the license is.
|
|
786
|
+
|
|
787
|
+
- name: pmndrs/react-three-next
|
|
788
|
+
url: https://github.com/pmndrs/react-three-next
|
|
789
|
+
stars: 2857
|
|
790
|
+
spdx: MIT
|
|
791
|
+
reason: >-
|
|
792
|
+
STALE. The most-recommended R3F + Next.js starter on the internet, and its
|
|
793
|
+
last commit is 2024-04-21 — 27 months before this research date, well past
|
|
794
|
+
the 18-month bar. It predates the Next.js App Router conventions it is
|
|
795
|
+
usually cited for. License is fine; it is simply dead. Its one durable idea
|
|
796
|
+
(a persistent shared canvas with DOM/3D view tunneling via tunnel-rat) is
|
|
797
|
+
worth reimplementing from scratch rather than vendoring.
|
|
798
|
+
|
|
799
|
+
- name: pmndrs/racing-game
|
|
800
|
+
url: https://github.com/pmndrs/racing-game
|
|
801
|
+
stars: 2206
|
|
802
|
+
spdx: MIT
|
|
803
|
+
reason: >-
|
|
804
|
+
STALE. Last commit 2023-02-23, over three years old. Frequently cited as
|
|
805
|
+
the reference R3F game project; its dependency tree (use-cannon rather than
|
|
806
|
+
rapier) is now the deprecated path.
|
|
807
|
+
|
|
808
|
+
- name: hyperfy-xyz/hyperfy
|
|
809
|
+
url: https://github.com/hyperfy-xyz/hyperfy
|
|
810
|
+
stars: 295
|
|
811
|
+
spdx: GPL-3.0
|
|
812
|
+
reason: >-
|
|
813
|
+
EXCLUDED ON LICENSE. GPL-3.0 would propagate copyleft terms to every repo
|
|
814
|
+
Groundplan generates from it. Interesting multiplayer-3D-worlds architecture,
|
|
815
|
+
but unusable as source material.
|
|
816
|
+
|
|
817
|
+
# Verified permissive, active, and viable — held back only to keep the list
|
|
818
|
+
# focused. Any of these can be promoted without re-verification effort:
|
|
819
|
+
# o3de/o3de 9519 stars, Apache-2.0, 2026-07-17
|
|
820
|
+
# AAA-grade Linux Foundation engine; genuine enterprise tier, but far too
|
|
821
|
+
# heavy to serve as scaffolding source material.
|
|
822
|
+
# godotengine/godot 114286 stars, MIT, 2026-07-17
|
|
823
|
+
# The engine itself; godot-demo-projects is the template-shaped surface.
|
|
824
|
+
# geckosio/geckos.io 1489 stars, BSD-3-Clause, 2026-03-27
|
|
825
|
+
# UDP/WebRTC netcode; the right answer where Colyseus's TCP is too slow.
|
|
826
|
+
# excaliburjs/Excalibur 2316 stars, BSD-2-Clause, 2026-07-14
|
|
827
|
+
# kaplayjs/kaplay 1757 stars, MIT, 2026-07-17
|
|
828
|
+
# galacean/engine 5846 stars, MIT, 2026-03-20
|
|
829
|
+
# NiklasEi/bevy_game_template 1130 stars, CC0-1.0, 2026-06-08
|
|
830
|
+
# phaserjs/template-react-ts 197 stars, MIT, 2026-04-21
|
|
831
|
+
# colyseus/colyseus-examples 194 stars, MIT, 2026-02-07
|
|
832
|
+
# playcanvas/react 514 stars, MIT, 2026-07-14
|
|
833
|
+
# Sean-Bradley/Three.js-TypeScript-Boilerplate
|
|
834
|
+
# 589 stars, MIT, 2026-02-18
|