@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.
Files changed (1739) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +26 -0
  3. package/adapters/README.md +155 -0
  4. package/adapters/_shared/README.md +16 -0
  5. package/adapters/aider/adapter.yaml +30 -0
  6. package/adapters/aider/templates/.aider.conf.yml.tmpl +5 -0
  7. package/adapters/amp/adapter.yaml +32 -0
  8. package/adapters/amp/templates/SKILL.md.tmpl +8 -0
  9. package/adapters/antigravity-cli/adapter.yaml +36 -0
  10. package/adapters/antigravity-cli/templates/ANTIGRAVITY.md.tmpl +11 -0
  11. package/adapters/claude-code/adapter.yaml +65 -0
  12. package/adapters/claude-code/templates/CLAUDE.md.tmpl +24 -0
  13. package/adapters/claude-code/templates/SKILL.md.tmpl +8 -0
  14. package/adapters/claude-code/templates/agent.md.tmpl +9 -0
  15. package/adapters/claude-code/templates/command.md.tmpl +6 -0
  16. package/adapters/claude-code/templates/rule.md.tmpl +8 -0
  17. package/adapters/claude-code/templates/settings.json.tmpl +11 -0
  18. package/adapters/cline/adapter.yaml +31 -0
  19. package/adapters/cline/templates/rule.md.tmpl +8 -0
  20. package/adapters/codex/adapter.yaml +29 -0
  21. package/adapters/continue/adapter.yaml +36 -0
  22. package/adapters/continue/templates/00-agents-md.md.tmpl +9 -0
  23. package/adapters/continue/templates/rule.md.tmpl +8 -0
  24. package/adapters/cursor/adapter.yaml +34 -0
  25. package/adapters/cursor/templates/rule.mdc.tmpl +9 -0
  26. package/adapters/gemini-cli/adapter.yaml +51 -0
  27. package/adapters/gemini-cli/templates/GEMINI.md.tmpl +9 -0
  28. package/adapters/gemini-cli/templates/command.toml.tmpl +4 -0
  29. package/adapters/github-copilot/adapter.yaml +44 -0
  30. package/adapters/github-copilot/templates/instructions.md.tmpl +8 -0
  31. package/adapters/github-copilot/templates/prompt.prompt.md.tmpl +6 -0
  32. package/adapters/opencode/adapter.yaml +18 -0
  33. package/adapters/opencode/templates/opencode.json.tmpl +4 -0
  34. package/adapters/roo-code/adapter.yaml +21 -0
  35. package/adapters/roo-code/templates/rule.md.tmpl +5 -0
  36. package/adapters/windsurf/adapter.yaml +34 -0
  37. package/adapters/windsurf/templates/agents-md.md.tmpl +12 -0
  38. package/adapters/windsurf/templates/rule.md.tmpl +9 -0
  39. package/adapters/windsurf/templates/workflow.md.tmpl +7 -0
  40. package/adapters/zed/adapter.yaml +14 -0
  41. package/catalog/README.md +62 -0
  42. package/catalog/architectures/agentic-tool-loop.yaml +62 -0
  43. package/catalog/architectures/bff.yaml +58 -0
  44. package/catalog/architectures/clean.yaml +61 -0
  45. package/catalog/architectures/cqrs.yaml +58 -0
  46. package/catalog/architectures/ddd-tactical.yaml +68 -0
  47. package/catalog/architectures/event-driven.yaml +59 -0
  48. package/catalog/architectures/feature-sliced-design.yaml +61 -0
  49. package/catalog/architectures/hexagonal.yaml +60 -0
  50. package/catalog/architectures/lakehouse.yaml +63 -0
  51. package/catalog/architectures/layered.yaml +60 -0
  52. package/catalog/architectures/llm-workflow.yaml +59 -0
  53. package/catalog/architectures/medallion.yaml +60 -0
  54. package/catalog/architectures/micro-frontends.yaml +60 -0
  55. package/catalog/architectures/microservices.yaml +62 -0
  56. package/catalog/architectures/modular-monolith.yaml +62 -0
  57. package/catalog/architectures/monolith.yaml +61 -0
  58. package/catalog/architectures/multi-agent.yaml +61 -0
  59. package/catalog/architectures/mvc-mvvm.yaml +62 -0
  60. package/catalog/architectures/nextjs-colocation.yaml +67 -0
  61. package/catalog/architectures/onion.yaml +60 -0
  62. package/catalog/architectures/pipes-and-filters.yaml +59 -0
  63. package/catalog/architectures/rag-hybrid.yaml +62 -0
  64. package/catalog/architectures/serverless.yaml +58 -0
  65. package/catalog/architectures/vertical-slice.yaml +61 -0
  66. package/catalog/characteristics.yaml +165 -0
  67. package/catalog/decision.yaml +309 -0
  68. package/catalog/sources/README.md +697 -0
  69. package/catalog/sources/agent-tooling.yaml +1180 -0
  70. package/catalog/sources/ai-llm.yaml +508 -0
  71. package/catalog/sources/auth.yaml +618 -0
  72. package/catalog/sources/backend-api.yaml +720 -0
  73. package/catalog/sources/cms-ecommerce.yaml +558 -0
  74. package/catalog/sources/data-engineering.yaml +618 -0
  75. package/catalog/sources/database-orm.yaml +507 -0
  76. package/catalog/sources/devops-cicd.yaml +422 -0
  77. package/catalog/sources/frontend-ui.yaml +654 -0
  78. package/catalog/sources/fullstack-saas.yaml +629 -0
  79. package/catalog/sources/game-3d.yaml +834 -0
  80. package/catalog/sources/gaps.md +268 -0
  81. package/catalog/sources/layer-plan.yaml +3919 -0
  82. package/catalog/sources/mobile-desktop.yaml +638 -0
  83. package/catalog/sources/observability.yaml +1364 -0
  84. package/catalog/sources/payments-billing.yaml +553 -0
  85. package/catalog/sources/realtime-messaging.yaml +787 -0
  86. package/catalog/sources/security-compliance.yaml +613 -0
  87. package/catalog/sources/testing.yaml +652 -0
  88. package/dist/adapters.d.ts +43 -0
  89. package/dist/adapters.js +181 -0
  90. package/dist/adapters.js.map +1 -0
  91. package/dist/agentkit.d.ts +65 -0
  92. package/dist/agentkit.js +183 -0
  93. package/dist/agentkit.js.map +1 -0
  94. package/dist/apply.d.ts +21 -0
  95. package/dist/apply.js +135 -0
  96. package/dist/apply.js.map +1 -0
  97. package/dist/condition.d.ts +14 -0
  98. package/dist/condition.js +121 -0
  99. package/dist/condition.js.map +1 -0
  100. package/dist/config.d.ts +36 -0
  101. package/dist/config.js +131 -0
  102. package/dist/config.js.map +1 -0
  103. package/dist/index.d.ts +15 -0
  104. package/dist/index.js +16 -0
  105. package/dist/index.js.map +1 -0
  106. package/dist/intent.d.ts +52 -0
  107. package/dist/intent.js +220 -0
  108. package/dist/intent.js.map +1 -0
  109. package/dist/license.d.ts +11 -0
  110. package/dist/license.js +68 -0
  111. package/dist/license.js.map +1 -0
  112. package/dist/loader.d.ts +12 -0
  113. package/dist/loader.js +118 -0
  114. package/dist/loader.js.map +1 -0
  115. package/dist/merge.d.ts +28 -0
  116. package/dist/merge.js +412 -0
  117. package/dist/merge.js.map +1 -0
  118. package/dist/plan.d.ts +12 -0
  119. package/dist/plan.js +206 -0
  120. package/dist/plan.js.map +1 -0
  121. package/dist/python-data.json +575 -0
  122. package/dist/python-requirements.d.ts +7 -0
  123. package/dist/python-requirements.js +79 -0
  124. package/dist/python-requirements.js.map +1 -0
  125. package/dist/recommend.d.ts +27 -0
  126. package/dist/recommend.js +68 -0
  127. package/dist/recommend.js.map +1 -0
  128. package/dist/resolve.d.ts +22 -0
  129. package/dist/resolve.js +132 -0
  130. package/dist/resolve.js.map +1 -0
  131. package/dist/schema.d.ts +878 -0
  132. package/dist/schema.js +307 -0
  133. package/dist/schema.js.map +1 -0
  134. package/dist/tokens.d.ts +42 -0
  135. package/dist/tokens.js +90 -0
  136. package/dist/tokens.js.map +1 -0
  137. package/package.json +61 -0
  138. package/registry/README.md +194 -0
  139. package/registry/agents/architecture-reviewer/agent.md +59 -0
  140. package/registry/agents/architecture-reviewer/agent.yaml +7 -0
  141. package/registry/agents/breaking-change-detector/agent.md +83 -0
  142. package/registry/agents/breaking-change-detector/agent.yaml +7 -0
  143. package/registry/agents/security-reviewer/agent.md +63 -0
  144. package/registry/agents/security-reviewer/agent.yaml +7 -0
  145. package/registry/agents/solid-reviewer/agent.md +61 -0
  146. package/registry/agents/solid-reviewer/agent.yaml +7 -0
  147. package/registry/agents/spec-consistency-checker/agent.md +70 -0
  148. package/registry/agents/spec-consistency-checker/agent.yaml +7 -0
  149. package/registry/agents/test-coverage-reviewer/agent.md +67 -0
  150. package/registry/agents/test-coverage-reviewer/agent.yaml +7 -0
  151. package/registry/commands/adr/command.md +80 -0
  152. package/registry/commands/adr/command.yaml +7 -0
  153. package/registry/commands/breaking/command.md +72 -0
  154. package/registry/commands/breaking/command.yaml +7 -0
  155. package/registry/commands/done/command.md +50 -0
  156. package/registry/commands/done/command.yaml +7 -0
  157. package/registry/commands/handoff/command.md +65 -0
  158. package/registry/commands/handoff/command.yaml +7 -0
  159. package/registry/commands/plan/command.md +81 -0
  160. package/registry/commands/plan/command.yaml +7 -0
  161. package/registry/commands/review/command.md +54 -0
  162. package/registry/commands/review/command.yaml +8 -0
  163. package/registry/commands/scope/command.md +45 -0
  164. package/registry/commands/scope/command.yaml +7 -0
  165. package/registry/commands/spec/command.md +81 -0
  166. package/registry/commands/spec/command.yaml +7 -0
  167. package/registry/commands/tasks/command.md +70 -0
  168. package/registry/commands/tasks/command.yaml +7 -0
  169. package/registry/commands/verify/command.md +43 -0
  170. package/registry/commands/verify/command.yaml +7 -0
  171. package/registry/hooks/_lib/config.ps1 +116 -0
  172. package/registry/hooks/_lib/config.sh +143 -0
  173. package/registry/hooks/_lib/defaults.json +76 -0
  174. package/registry/hooks/_lib/json_get.mjs +59 -0
  175. package/registry/hooks/_lib/json_get.py +60 -0
  176. package/registry/hooks/architecture-boundary-check/hook.ps1 +46 -0
  177. package/registry/hooks/architecture-boundary-check/hook.sh +49 -0
  178. package/registry/hooks/architecture-boundary-check/hook.yaml +18 -0
  179. package/registry/hooks/conventional-commit-check/hook.ps1 +68 -0
  180. package/registry/hooks/conventional-commit-check/hook.sh +68 -0
  181. package/registry/hooks/conventional-commit-check/hook.yaml +16 -0
  182. package/registry/hooks/format-on-write/hook.ps1 +36 -0
  183. package/registry/hooks/format-on-write/hook.sh +33 -0
  184. package/registry/hooks/format-on-write/hook.yaml +14 -0
  185. package/registry/hooks/guard-protected-paths/hook.ps1 +34 -0
  186. package/registry/hooks/guard-protected-paths/hook.sh +35 -0
  187. package/registry/hooks/guard-protected-paths/hook.yaml +14 -0
  188. package/registry/hooks/no-secrets/hook.ps1 +67 -0
  189. package/registry/hooks/no-secrets/hook.sh +56 -0
  190. package/registry/hooks/no-secrets/hook.yaml +16 -0
  191. package/registry/skills/adr-write/SKILL.md +127 -0
  192. package/registry/skills/adr-write/references/adr-template.md +143 -0
  193. package/registry/skills/adr-write/references/when-to-write-an-adr.md +74 -0
  194. package/registry/skills/adr-write/skill.yaml +7 -0
  195. package/registry/skills/architecture-guard/SKILL.md +150 -0
  196. package/registry/skills/architecture-guard/references/boundary-patterns.md +142 -0
  197. package/registry/skills/architecture-guard/references/violation-catalog.md +149 -0
  198. package/registry/skills/architecture-guard/skill.yaml +7 -0
  199. package/registry/skills/handoff/SKILL.md +125 -0
  200. package/registry/skills/handoff/references/agent-protocol.md +128 -0
  201. package/registry/skills/handoff/references/handoff-template.md +116 -0
  202. package/registry/skills/handoff/skill.yaml +7 -0
  203. package/registry/skills/onboard/SKILL.md +120 -0
  204. package/registry/skills/onboard/references/discovery-checklist.md +129 -0
  205. package/registry/skills/onboard/references/repo-map-template.md +120 -0
  206. package/registry/skills/onboard/skill.yaml +7 -0
  207. package/registry/skills/perf-budget/SKILL.md +152 -0
  208. package/registry/skills/perf-budget/references/budget-catalog.md +165 -0
  209. package/registry/skills/perf-budget/references/measurement-sources.md +163 -0
  210. package/registry/skills/perf-budget/skill.yaml +7 -0
  211. package/registry/skills/security-review/SKILL.md +145 -0
  212. package/registry/skills/security-review/references/owasp-checklist.md +190 -0
  213. package/registry/skills/security-review/references/secret-patterns.md +110 -0
  214. package/registry/skills/security-review/skill.yaml +7 -0
  215. package/registry/skills/spec-driven/SKILL.md +124 -0
  216. package/registry/skills/spec-driven/references/phase-gates.md +115 -0
  217. package/registry/skills/spec-driven/references/plan-template.md +98 -0
  218. package/registry/skills/spec-driven/references/spec-template.md +101 -0
  219. package/registry/skills/spec-driven/references/tasks-template.md +96 -0
  220. package/registry/skills/spec-driven/skill.yaml +7 -0
  221. package/registry/skills/test-first/SKILL.md +125 -0
  222. package/registry/skills/test-first/references/anti-patterns.md +178 -0
  223. package/registry/skills/test-first/references/test-design.md +156 -0
  224. package/registry/skills/test-first/skill.yaml +7 -0
  225. package/templates/README.md +104 -0
  226. package/templates/agent-kits/core/blueprint.yaml +39 -0
  227. package/templates/agent-kits/core/files/.agent/ACTIVE.md +25 -0
  228. package/templates/agent-kits/core/files/.agent/DECISIONS.md +27 -0
  229. package/templates/agent-kits/core/files/.agent/DELEGATION.md +30 -0
  230. package/templates/agent-kits/core/files/.agent/DONE.md +9 -0
  231. package/templates/agent-kits/core/files/.agent/HANDOFF.md +38 -0
  232. package/templates/agent-kits/core/files/.agent/delegate.mjs +352 -0
  233. package/templates/agent-kits/core/files/.agent/delegation-tools.json +1 -0
  234. package/templates/agent-kits/core/files/.agent/delegation.yaml +33 -0
  235. package/templates/agent-kits/core/files/AGENTS.md +107 -0
  236. package/templates/agent-kits/core/files/docs/ARCHITECTURE.md +26 -0
  237. package/templates/agent-kits/core/files/docs/adr/0001-record-architecture-decisions.md +27 -0
  238. package/templates/agent-kits/core/files/specs/000-template/plan.md +48 -0
  239. package/templates/agent-kits/core/files/specs/000-template/spec.md +45 -0
  240. package/templates/agent-kits/core/files/specs/000-template/tasks.md +21 -0
  241. package/templates/agent-kits/core/files/specs/README.md +32 -0
  242. package/templates/architectures/agentic-tool-loop/blueprint.yaml +137 -0
  243. package/templates/architectures/agentic-tool-loop/files/.importlinter +47 -0
  244. package/templates/architectures/agentic-tool-loop/files/docs/architecture/agentic-tool-loop.node.md +83 -0
  245. package/templates/architectures/agentic-tool-loop/files/docs/architecture/agentic-tool-loop.python.md +93 -0
  246. package/templates/architectures/agentic-tool-loop/files/package.json +6 -0
  247. package/templates/architectures/agentic-tool-loop/files/pyproject.toml +5 -0
  248. package/templates/architectures/agentic-tool-loop/files/scripts/check-agent-loop.mjs +227 -0
  249. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/__init__.py +20 -0
  250. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/loop.py +112 -0
  251. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/model.py +50 -0
  252. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/sandbox.py +62 -0
  253. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/settings.py +69 -0
  254. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/__init__.py +6 -0
  255. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/current_time.py +27 -0
  256. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/registry.py +44 -0
  257. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/spec.py +29 -0
  258. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/tools/write_note.py +36 -0
  259. package/templates/architectures/agentic-tool-loop/files/src/__solutionName.snake__/agent/trace.py +33 -0
  260. package/templates/architectures/agentic-tool-loop/files/src/agent/config.ts +65 -0
  261. package/templates/architectures/agentic-tool-loop/files/src/agent/index.ts +8 -0
  262. package/templates/architectures/agentic-tool-loop/files/src/agent/loop.ts +117 -0
  263. package/templates/architectures/agentic-tool-loop/files/src/agent/model.ts +35 -0
  264. package/templates/architectures/agentic-tool-loop/files/src/agent/sandbox.ts +52 -0
  265. package/templates/architectures/agentic-tool-loop/files/src/agent/tools/current-time.ts +13 -0
  266. package/templates/architectures/agentic-tool-loop/files/src/agent/tools/registry.ts +49 -0
  267. package/templates/architectures/agentic-tool-loop/files/src/agent/tools/types.ts +26 -0
  268. package/templates/architectures/agentic-tool-loop/files/src/agent/tools/write-note.ts +23 -0
  269. package/templates/architectures/agentic-tool-loop/files/src/agent/trace.ts +26 -0
  270. package/templates/architectures/agentic-tool-loop/files/tests/architecture/test_agent_loop.py +167 -0
  271. package/templates/architectures/bff/blueprint.yaml +83 -0
  272. package/templates/architectures/bff/files/docs/architecture/bff.node.md +115 -0
  273. package/templates/architectures/bff/files/docs/architecture/bff.typescript.md +113 -0
  274. package/templates/architectures/bff/files/scripts/check-bff-boundaries.mjs +223 -0
  275. package/templates/architectures/bff/files/src/bff/__primaryClient.kebab__/aggregate.ts +38 -0
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  289. package/templates/architectures/bff/files/src/downstream/profile-client.ts +18 -0
  290. package/templates/architectures/clean/blueprint.yaml +147 -0
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  1694. package/templates/layers/testing-e2e/files/Directory.Packages.props +7 -0
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  1696. package/templates/layers/testing-e2e/files/docs/testing-e2e.md +106 -0
  1697. package/templates/layers/testing-e2e/files/e2e/api/contract.spec.ts +37 -0
  1698. package/templates/layers/testing-e2e/files/e2e/api/health.spec.ts +29 -0
  1699. package/templates/layers/testing-e2e/files/e2e/browser/app.spec.ts +27 -0
  1700. package/templates/layers/testing-e2e/files/e2e/browser/navigation.spec.ts +26 -0
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  1708. package/templates/layers/testing-e2e/files/tests/__solutionName.dot__.E2E/ApiContractTests.cs +51 -0
  1709. package/templates/layers/testing-e2e/files/tests/__solutionName.dot__.E2E/DeploymentFixture.cs +44 -0
  1710. package/templates/layers/testing-e2e/files/tests/__solutionName.dot__.E2E/E2eSettings.cs +26 -0
  1711. package/templates/layers/testing-e2e/files/tests/__solutionName.dot__.E2E/HealthContractTests.cs +42 -0
  1712. package/templates/layers/testing-e2e/files/tests/__solutionName.dot__.E2E/__solutionName.dot__.E2E.csproj +23 -0
  1713. package/templates/layers/testing-e2e/files/tests/e2e/conftest.py +52 -0
  1714. package/templates/layers/testing-e2e/files/tests/e2e/e2e_config.py +47 -0
  1715. package/templates/layers/testing-e2e/files/tests/e2e/test_api_contract.py +35 -0
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  1718. package/templates/layers/testing-unit/files/.coveragerc +12 -0
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  1731. package/templates/layers/testing-unit/files/tests/__solutionName.dot__.Tests/coverlet.runsettings +17 -0
  1732. package/templates/layers/testing-unit/files/tests/conftest.py +17 -0
  1733. package/templates/layers/testing-unit/files/tests/support/clock.ts +81 -0
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  1738. package/templates/layers/testing-unit/files/tests/test_support.py +85 -0
  1739. package/templates/layers/testing-unit/files/vitest.config.ts +52 -0
@@ -0,0 +1,834 @@
1
+ # game-3d.yaml
2
+ #
3
+ # Groundplan template source catalog — category: game-3d
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+ # Research date: 2026-07-18
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+ #
6
+ # VERIFICATION NOTES
7
+ # Every `stars`, `lastCommit`, `spdx` and archived-status value below was read
8
+ # from a GitHub primary source on 2026-07-18. Nothing here comes from memory,
9
+ # a blog post, or a README badge.
10
+ #
11
+ # The unauthenticated GitHub REST API quota (60/hr) was already exhausted when
12
+ # this research began, so verification used the other primary path on
13
+ # github.com itself — the same data, different transport:
14
+ # stars — `aria-label="N users starred this repository"` on the repo page
15
+ # spdx — GitHub's own license-detection label in the repo sidebar
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+ # (the identical detector that populates `license.spdx_id`)
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+ # lastCommit — `<updated>` of the newest entry in
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+ # https://github.com/{owner}/{repo}/commits/{defaultBranch}.atom
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+ # archived — presence of the "Public archive" banner (zero hits on all
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+ # entries below; none of these repos is archived)
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+ # `spdxSource: LICENSE-file` marks entries where GitHub's sidebar label was
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+ # absent or incomplete and the raw LICENSE text was read directly to resolve it.
23
+ #
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+ # ADVERSARIAL RE-VERIFICATION PASS (2026-07-18, independent second reader)
25
+ # All 17 retained entries plus all 5 droppedCandidates and all 11 held-back
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+ # candidates were re-fetched from scratch. Result: every license, every star
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+ # count, every lastCommit and every URL held up. Zero license mismatches, zero
28
+ # 404s, zero archived repos, zero stale entries mislabelled maintained. The
29
+ # licence gate on this file is sound.
30
+ # The re-pass did correct five factual errors in the prose, none license-related:
31
+ # - phaserjs/template-vite-ts: scenes are at `src/game/scenes/` (not
32
+ # `src/scenes/`) and the config is `src/game/main.ts`; there are five
33
+ # scenes, not four; the claimed `scale.mode`/`autoCenter: CENTER_BOTH`
34
+ # does not exist in the config at all — that gap moved to whatToAvoid.
35
+ # - create-colyseus-app: variants are cjs/esm/haxe/monorepo/typescript, not
36
+ # the "typescript, javascript, bun, haxe" originally listed.
37
+ # - pmndrs/ecctrl: repo was restructured into per-concern modules; the three
38
+ # cited paths (`src/Ecctrl.tsx`, `src/stores/useGame.ts`,
39
+ # `EcctrlAnimation.tsx`) no longer exist and were repointed.
40
+ # - bevy_new_2d: `src/audio` is a single `audio.rs` file, not a directory.
41
+ # - bevy_new_2d: it is tri-licensed MIT OR Apache-2.0 OR CC0-1.0; GitHub's
42
+ # sidebar surfaces only "MIT", so the recorded spdx was incomplete.
43
+ # Still vendorable under any of the three — not a gate failure.
44
+ # Re-verified independently against LICENSE text (not just the sidebar label):
45
+ # pmndrs/xr (verbatim MIT, (c) 2024 Bela Bohlender), both Unity Companion
46
+ # License repos, bevy_new_2d's three LICENSE files, and ecctrl's NOTICE
47
+ # (which confirms MIT and flags its example animations as CC0/Quaternius).
48
+ #
49
+ # Because lastCommit is the newest commit timestamp rather than the API's
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+ # `pushed_at`, the two can differ by seconds; that has no bearing on staleness.
51
+ #
52
+ # NOT-DETECTED IS NEVER TREATED AS PERMISSIVE. Three repos returned no license
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+ # label and were resolved by reading the file. They landed in two very
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+ # different places: pmndrs/xr is verbatim MIT (vendorable), while both
55
+ # Unity-Technologies repos are the Unity Companion License — a proprietary,
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+ # Unity-dependent-only license with no SPDX id. Both were dropped as excluded.
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+ #
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+ # licenseClass gate:
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+ # vendorable — MIT, Apache-2.0, BSD-2/3, ISC, Unlicense, CC0, 0BSD.
60
+ # Copy + adapt permitted. Apache-2.0 and BSD require the
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+ # copyright/NOTICE text to travel with any copied file.
62
+ # reference-only — MPL-2.0, LGPL, EPL. Read for ideas; do not copy files.
63
+ # excluded — GPL, AGPL, SSPL, BUSL, source-available, or unlicensed.
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+ #
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+ # `maintained: false` is set when the last commit is >18 months old (i.e.
66
+ # before 2025-01-18), regardless of star count. Every entry retained below was
67
+ # committed to within the last 9 months. Two well-known starters failed this
68
+ # test and were dropped rather than listed — see droppedCandidates at the foot
69
+ # of this file.
70
+ #
71
+ # CATEGORY-SPECIFIC LICENSE WARNING. Game engines are the worst category in
72
+ # this catalog for license traps, and the trap is asymmetric: the *engines*
73
+ # are permissive but much of the *sample and template* content is not.
74
+ # Unity ships its first-party netcode and its flagship Boss Room sample under
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+ # the Unity Companion License, which permits use only in Unity-dependent
76
+ # projects — unusable as Groundplan source material. Godot and Bevy have no such
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+ # problem. Where a first-party option was excluded, a permissive third-party
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+ # equivalent was substituted (Mirror in place of Unity Netcode).
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+
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+ category: game-3d
81
+
82
+ sources:
83
+
84
+ # ---------------------------------------------------------------- simple ---
85
+
86
+ - name: phaserjs/template-vite-ts
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+ url: https://github.com/phaserjs/template-vite-ts
88
+ stars: 188
89
+ spdx: MIT
90
+ spdxSource: github-license-detection
91
+ licenseClass: vendorable
92
+ maintained: true
93
+ lastCommit: "2026-04-21T08:31:28Z"
94
+ stack: typescript, phaser, vite
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+ complexity: simple
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+ proposedLayerIds:
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+ - engine-phaser
98
+ - build-vite-ts
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+ - game-scene-router
100
+ - assets-static-pipeline
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+ whatToBorrow: >-
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+ The official Phaser starter and the cleanest strip-down baseline in the
103
+ whole category — roughly a dozen files, no framework noise. Take
104
+ `src/game/main.ts` (the `Phaser.Types.Core.GameConfig` object: type
105
+ `AUTO`, fixed 1024x768 canvas, `parent: 'game-container'`, and the scene
106
+ array) and the `src/game/scenes/` set —
107
+ Boot -> Preloader -> MainMenu -> Game -> GameOver — which is the
108
+ scene-lifecycle convention nearly every Phaser project ends up
109
+ rediscovering: Boot loads
110
+ only the assets needed to draw the loading bar, Preloader loads the rest
111
+ and shows progress via `this.load.on('progress')`. Also worth adapting is
112
+ `vite/config.dev.mjs` vs `vite/config.prod.mjs` — the prod config's manual
113
+ `phaser` vendor chunk plus terser passes is the difference between a 1.5MB
114
+ and a cached-vendor bundle. The `public/assets` convention keeps game art
115
+ out of the bundler graph entirely.
116
+ whatToAvoid: >-
117
+ There is no state management, no save system, no audio layer and no test
118
+ setup — this is a canvas and a scene stack, nothing more. Note the config
119
+ ships NO `scale` block at all: the canvas is a fixed 1024x768 and does not
120
+ respond to viewport size, so any responsive template must add
121
+ `scale.mode` / `autoCenter` itself. The template
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+ posts anonymous usage telemetry from `log.js` on build; strip that before
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+ vendoring. Star count is low because it is a template repo people click
124
+ "Use this template" on rather than star, so do not read 188 as weak
125
+ adoption — read the 40k-star parent engine instead.
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+
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+ - name: colyseus/create-colyseus-app
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+ url: https://github.com/colyseus/create-colyseus-app
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+ stars: 39
130
+ spdx: MIT
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+ spdxSource: github-license-detection
132
+ licenseClass: vendorable
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+ maintained: true
134
+ lastCommit: "2026-04-06T14:20:33Z"
135
+ stack: typescript, node, colyseus
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+ complexity: simple
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+ proposedLayerIds:
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+ - netcode-colyseus
139
+ - server-node-express
140
+ - build-tsx-watch
141
+ - test-colyseus-room
142
+ whatToBorrow: >-
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+ The canonical minimal authoritative-server scaffold, and the single best
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+ shape to copy for any "multiplayer room" Groundplan layer. Take
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+ `templates/typescript/src/rooms/MyRoom.ts` (the `Room<MyRoomState>`
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+ subclass with `onCreate`/`onJoin`/`onLeave`/`onDispose` and
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+ `this.onMessage("type", cb)` routing) and
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+ `src/rooms/schema/MyRoomState.ts`, which demonstrates the `@type("string")`
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+ / `MapSchema` decorator pattern that drives Colyseus's binary delta
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+ encoding — getting this file's shape right is 80% of a working multiplayer
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+ game. `src/app.config.ts` is the modern entry point worth adapting: it
152
+ wires `gameServer.define("my_room", MyRoom)`, mounts the monitor at
153
+ `/monitor` and the playground in dev only. `test/MyRoom.test.ts` shows
154
+ `boot()` + `sdk.joinOrCreate()` + `waitForNextPatch()`, which is the only
155
+ sane way to integration-test room state sync.
156
+ whatToAvoid: >-
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+ Single room, no auth, no persistence, no matchmaking beyond
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+ `joinOrCreate`, and the monitor endpoint is unauthenticated — all three
159
+ must be closed before anything ships. The repo carries five variants under
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+ `templates/` (cjs, esm, haxe, monorepo, typescript); vendor only the
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+ `typescript` one — it is the variant the paths above refer to. 39 stars is a
162
+ scaffolding CLI, not a project — judge it by the 7k-star server it emits.
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+
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+ - name: pmndrs/ecctrl
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+ url: https://github.com/pmndrs/ecctrl
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+ stars: 762
167
+ spdx: MIT
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+ spdxSource: github-license-detection
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+ licenseClass: vendorable
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+ maintained: true
171
+ lastCommit: "2026-06-15T05:29:04Z"
172
+ stack: typescript, react, three, r3f, rapier
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+ complexity: simple
174
+ proposedLayerIds:
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+ - controls-character-ecctrl
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+ - physics-rapier
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+ - input-keyboard-gamepad
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+ - camera-third-person
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+ whatToBorrow: >-
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+ A single-concern library that solves the one problem every 3D project hits
181
+ on day two: a character controller that does not feel bad. Borrow the
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+ floating-capsule approach in `src/character/Ecctrl.tsx` — a ray-cast down
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+ from a rigid body with a spring/damper (`springK = 80`, `dampingC = 6`)
184
+ holding the body at `floatHeight = 0.2` instead of a collider resting on
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+ the ground, which is what eliminates stair-stepping jitter and slope
186
+ sliding (see the `floatingForce` computation via `subVectors`). Also adapt
187
+ `src/character/animation/useEcctrlAnimationStore.ts` (a compact zustand
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+ store for animation state transitions) and
189
+ `EcctrlAnimationStateController.tsx` plus `resolveAnimationState.ts`, which
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+ map controller velocity to GLTF animation clip names — a clean example of
191
+ decoupling physics state from the animation mixer. `src/input/Joystick.tsx`
192
+ and `src/input/VirtualButton.tsx` are a usable mobile touch input layer.
193
+ whatToAvoid: >-
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+ Tightly bound to @react-three/rapier and to R3F — none of it transfers to
195
+ vanilla Three.js or Babylon without a rewrite, so scope this to R3F layers
196
+ only. The tuning surface is enormous (30+ props) and the defaults are
197
+ tuned for a specific character scale; expect to re-tune rather than accept
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+ defaults. Documentation is largely example-driven, so read the source over
199
+ the README. The repo has been restructured into per-concern modules
200
+ (`character/`, `camera.ts`, `animation`, `input/`, `gravity/`, `vehicles/`)
201
+ and the joystick is now exported as `Joystick`, not `EcctrlJoystick` — most
202
+ tutorials and older docs still cite the flat `src/Ecctrl.tsx` /
203
+ `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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+
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+ # -------------------------------------------------------------- standard ---
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+
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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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+ stars: 31462
211
+ spdx: MIT
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+ spdxSource: github-license-detection
213
+ licenseClass: vendorable
214
+ maintained: true
215
+ lastCommit: "2026-05-06T20:19:24Z"
216
+ stack: typescript, react, three
217
+ complexity: standard
218
+ proposedLayerIds:
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+ - render-r3f
220
+ - render-threejs
221
+ - build-vite-ts
222
+ - build-nextjs
223
+ - state-zustand
224
+ whatToBorrow: >-
225
+ The default 3D stack for anyone already in React, and the reconciler most
226
+ of this category's other entries orbit. The value for Groundplan is less the
227
+ library source than the integration patterns: adapt the `<Canvas>`
228
+ configuration conventions (the `gl` prop for renderer settings,
229
+ `camera={{ position, fov }}`, `dpr={[1, 2]}` for retina clamping, and
230
+ `frameloop="demand"` which is the single highest-leverage setting for any
231
+ non-continuously-animated scene). Take `useFrame` for the render loop and
232
+ `useThree` for imperative escape hatches, and copy the `extend()` mechanism
233
+ for registering non-core Three.js classes as JSX elements — that is how any
234
+ custom shader or third-party Three addon gets a declarative API. The
235
+ `examples/` directory carries current Vite and Next.js wiring, including
236
+ the SSR-safe dynamic-import pattern Next needs.
237
+ whatToAvoid: >-
238
+ This is a renderer, not a game framework — no physics, no asset pipeline,
239
+ no input handling, no audio; all of that arrives as separate pmndrs
240
+ packages, so a realistic template pulls 5-8 dependencies from one org and
241
+ inherits that org's release cadence. React reconciliation is a real cost in
242
+ hot loops: mutate refs inside `useFrame` rather than calling `setState`
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
245
+ that a template must pin all three together.
246
+
247
+ - name: pmndrs/drei
248
+ url: https://github.com/pmndrs/drei
249
+ stars: 9748
250
+ spdx: MIT
251
+ spdxSource: github-license-detection
252
+ licenseClass: vendorable
253
+ maintained: true
254
+ lastCommit: "2026-01-30T16:53:55Z"
255
+ stack: typescript, react, three, r3f
256
+ complexity: standard
257
+ proposedLayerIds:
258
+ - render-r3f
259
+ - controls-orbit
260
+ - assets-gltf-loader
261
+ - lighting-environment-hdri
262
+ - perf-instancing
263
+ whatToBorrow: >-
264
+ The helper library that turns bare R3F into something you can ship, and the
265
+ richest single source of copyable 3D patterns in the ecosystem. Highest
266
+ value for Groundplan layers: `<Environment preset="..." />` for one-line IBL
267
+ lighting (which is what makes hobby scenes suddenly look professional),
268
+ `<OrbitControls>` / `<CameraControls>` for camera layers, `useGLTF` with
269
+ its `.preload()` static for the asset layer, `<Instances>`/`<Merged>` for
270
+ the draw-call-reduction layer, and `<Html>` for DOM-in-3D overlays. Also
271
+ adapt `<AdaptiveDpr>` and `<PerformanceMonitor>`, which together implement
272
+ dynamic resolution scaling — the standard answer to "runs badly on
273
+ laptops". `<Bvh>` is worth taking for any scene doing raycast picking
274
+ against dense geometry.
275
+ whatToAvoid: >-
276
+ Enormous surface area (150+ components) and a grab-bag character — import
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
+
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"
293
+ stack: typescript, react, three, r3f, rapier, wasm
294
+ complexity: standard
295
+ proposedLayerIds:
296
+ - physics-rapier
297
+ - render-r3f
298
+ - collision-events
299
+ - debug-physics-overlay
300
+ whatToBorrow: >-
301
+ The physics layer for R3F, and a good template for wrapping any WASM
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
311
+ pattern, and keep the `debug` prop wiring — a toggleable collider overlay
312
+ pays for itself immediately.
313
+ whatToAvoid: >-
314
+ Rapier ships as WASM, which means bundler configuration is a real
315
+ integration cost — Vite needs `optimizeDeps.exclude` and Next.js needs
316
+ `webpack.experiments.asyncWebAssembly`; any vendored template must carry
317
+ that config or it fails at build time, not runtime. Trimesh colliders are
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
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:
334
+ - xr-webxr
335
+ - render-r3f
336
+ - input-hand-tracking
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
342
+ store from the component tree is what lets non-XR UI trigger
343
+ `store.enterVR()`. Take the controller/hand model components and the
344
+ `<XROrigin>` rig for player positioning, and the pointer abstraction that
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