@sadhaka/loom-engine 0.10.0 → 0.12.0
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/COMMERCIAL_LICENSE_TERMS.md +74 -0
- package/LICENSE +103 -21
- package/README.md +523 -344
- package/dist/engine.d.ts +6 -1
- package/dist/engine.d.ts.map +1 -1
- package/dist/engine.js +35 -1
- package/dist/engine.js.map +1 -1
- package/dist/index.d.ts +8 -3
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +16 -2
- package/dist/index.js.map +1 -1
- package/dist/renderer/shaders/sprite-shader-source.d.ts +4 -0
- package/dist/renderer/shaders/sprite-shader-source.d.ts.map +1 -0
- package/dist/renderer/shaders/sprite-shader-source.js +83 -0
- package/dist/renderer/shaders/sprite-shader-source.js.map +1 -0
- package/dist/renderer/sprite-batcher.d.ts +30 -0
- package/dist/renderer/sprite-batcher.d.ts.map +1 -0
- package/dist/renderer/sprite-batcher.js +146 -0
- package/dist/renderer/sprite-batcher.js.map +1 -0
- package/dist/renderer/texture-atlas.d.ts +24 -0
- package/dist/renderer/texture-atlas.d.ts.map +1 -0
- package/dist/renderer/texture-atlas.js +173 -0
- package/dist/renderer/texture-atlas.js.map +1 -0
- package/dist/renderer/webgl2-device.d.ts +53 -0
- package/dist/renderer/webgl2-device.d.ts.map +1 -0
- package/dist/renderer/webgl2-device.js +596 -0
- package/dist/renderer/webgl2-device.js.map +1 -0
- package/package.json +63 -56
package/README.md
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# Loom Engine
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Browser-first 2D / 2.5D game engine for [TheWorldTable.ai](https://theworldtable.ai).
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Canvas2D primary backend, ECS, render-graph stages, Director-bridge
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SSE integration. No external engine reuse - built from scratch in
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TypeScript.
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Repo: [sadhaka/loom-engine](https://github.com/sadhaka/loom-engine).
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API docs: [loom-engine.pages.dev](https://loom-engine.pages.dev/).
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The design spec (`LOOM-ENGINE-SPEC.md`) lives in the consuming
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TheWorldTable.ai repo and is the canonical source for phase
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plans and architectural decisions.
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## Install
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```sh
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npm install @sadhaka/loom-engine
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```
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Pre-alpha. ESM-only, browser-first. TypeScript types ship in the
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package (`dist/index.d.ts`). Node 18+ for the build toolchain;
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the runtime targets evergreen browsers (Canvas2D + Web Audio +
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EventSource).
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## Documentation
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API reference (TypeDoc) - generated from the public surface in
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[`src/index.ts`](./src/index.ts) on every push to `main`:
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**https://loom-engine.pages.dev/**
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Build it locally with `npm run docs` (writes to `./docs/`).
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See [Docs deploy](#docs-deploy) for the hosting chain and one-time
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activation steps (Cloudflare Pages, since GitHub Pages is unavailable
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on private repos for free user plans).
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## Quickstart
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```ts
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// 1. Install
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// npm install @sadhaka/loom-engine
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import {
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Engine,
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SpriteRenderSystem,
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InputSystem,
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VeilBudgetSystem,
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SYSTEM_PHASE_INPUT,
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SYSTEM_PHASE_RENDER,
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} from '@sadhaka/loom-engine';
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// 2. Attach to a canvas. Engine.create wires Canvas2DDevice, World,
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// TransformPool, SpritePool, Time + Camera resources, and the
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// default SpriteRenderSystem in SYSTEM_PHASE_RENDER.
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var canvas = document.querySelector('canvas');
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var engine = Engine.create({ canvas: canvas });
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// 3. Register the systems your game needs. Order within a phase is
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// deterministic; phases run INPUT -> LOGIC -> PHYSICS -> ANIMATION
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// -> RENDER -> POST_RENDER per frame.
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engine.world.addSystem(new InputSystem(), SYSTEM_PHASE_INPUT);
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engine.world.addSystem(new VeilBudgetSystem(), SYSTEM_PHASE_INPUT);
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// 4. Drive the frame loop. engine.tick advances Time, beginFrame on
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// the device, world.update across all phases, endFrame.
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function tick(now) {
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engine.tick(now);
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requestAnimationFrame(tick);
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}
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requestAnimationFrame(tick);
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```
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##
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1
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+
# Loom Engine
|
|
2
|
+
|
|
3
|
+
Browser-first 2D / 2.5D game engine for [TheWorldTable.ai](https://theworldtable.ai).
|
|
4
|
+
Canvas2D primary backend, ECS, render-graph stages, Director-bridge
|
|
5
|
+
SSE integration. No external engine reuse - built from scratch in
|
|
6
|
+
TypeScript.
|
|
7
|
+
|
|
8
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+
Repo: [sadhaka/loom-engine](https://github.com/sadhaka/loom-engine).
|
|
9
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+
API docs: [loom-engine.pages.dev](https://loom-engine.pages.dev/).
|
|
10
|
+
The design spec (`LOOM-ENGINE-SPEC.md`) lives in the consuming
|
|
11
|
+
TheWorldTable.ai repo and is the canonical source for phase
|
|
12
|
+
plans and architectural decisions.
|
|
13
|
+
|
|
14
|
+
## Install
|
|
15
|
+
|
|
16
|
+
```sh
|
|
17
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+
npm install @sadhaka/loom-engine
|
|
18
|
+
```
|
|
19
|
+
|
|
20
|
+
Pre-alpha. ESM-only, browser-first. TypeScript types ship in the
|
|
21
|
+
package (`dist/index.d.ts`). Node 18+ for the build toolchain;
|
|
22
|
+
the runtime targets evergreen browsers (Canvas2D + Web Audio +
|
|
23
|
+
EventSource).
|
|
24
|
+
|
|
25
|
+
## Documentation
|
|
26
|
+
|
|
27
|
+
API reference (TypeDoc) - generated from the public surface in
|
|
28
|
+
[`src/index.ts`](./src/index.ts) on every push to `main`:
|
|
29
|
+
**https://loom-engine.pages.dev/**
|
|
30
|
+
|
|
31
|
+
Build it locally with `npm run docs` (writes to `./docs/`).
|
|
32
|
+
|
|
33
|
+
See [Docs deploy](#docs-deploy) for the hosting chain and one-time
|
|
34
|
+
activation steps (Cloudflare Pages, since GitHub Pages is unavailable
|
|
35
|
+
on private repos for free user plans).
|
|
36
|
+
|
|
37
|
+
## Quickstart
|
|
38
|
+
|
|
39
|
+
```ts
|
|
40
|
+
// 1. Install
|
|
41
|
+
// npm install @sadhaka/loom-engine
|
|
42
|
+
import {
|
|
43
|
+
Engine,
|
|
44
|
+
SpriteRenderSystem,
|
|
45
|
+
InputSystem,
|
|
46
|
+
VeilBudgetSystem,
|
|
47
|
+
SYSTEM_PHASE_INPUT,
|
|
48
|
+
SYSTEM_PHASE_RENDER,
|
|
49
|
+
} from '@sadhaka/loom-engine';
|
|
50
|
+
|
|
51
|
+
// 2. Attach to a canvas. Engine.create wires Canvas2DDevice, World,
|
|
52
|
+
// TransformPool, SpritePool, Time + Camera resources, and the
|
|
53
|
+
// default SpriteRenderSystem in SYSTEM_PHASE_RENDER.
|
|
54
|
+
var canvas = document.querySelector('canvas');
|
|
55
|
+
var engine = Engine.create({ canvas: canvas });
|
|
56
|
+
|
|
57
|
+
// 3. Register the systems your game needs. Order within a phase is
|
|
58
|
+
// deterministic; phases run INPUT -> LOGIC -> PHYSICS -> ANIMATION
|
|
59
|
+
// -> RENDER -> POST_RENDER per frame.
|
|
60
|
+
engine.world.addSystem(new InputSystem(), SYSTEM_PHASE_INPUT);
|
|
61
|
+
engine.world.addSystem(new VeilBudgetSystem(), SYSTEM_PHASE_INPUT);
|
|
62
|
+
|
|
63
|
+
// 4. Drive the frame loop. engine.tick advances Time, beginFrame on
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// the device, world.update across all phases, endFrame.
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function tick(now) {
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engine.tick(now);
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requestAnimationFrame(tick);
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}
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requestAnimationFrame(tick);
|
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```
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## Configuration
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### Director-bridge credentials (security note)
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+
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`SSEDirectorBridge` and `SnapshotRecoveryHelper` send credentials with
|
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their network requests by default. The default `eventSourceFactory`
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constructs `new EventSource(url, { withCredentials: true })` and
|
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`SnapshotRecoveryHelper` calls `fetch(url, { credentials: 'include' })`.
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This is the right default for the embedded TheWorldTable.ai
|
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same-origin use case (cookies + auth headers flow with the request
|
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to the same origin), but **a third-party consumer pointing the bridge
|
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+
at a URL configured from user input could end up sending their own
|
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site's credentials cross-origin** (the browser still requires the
|
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+
target server to opt in via `Access-Control-Allow-Credentials: true`
|
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+
plus a specific `Access-Control-Allow-Origin`, so this is not a
|
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one-sided SSRF; it requires attacker control of the target server's
|
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+
CORS policy).
|
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89
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+
|
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90
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+
If you do not want credentials to flow with director-bridge requests,
|
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override the seams the engine already exposes - no engine code change
|
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|
+
needed:
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+
|
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+
```ts
|
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+
import {
|
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96
|
+
SSEDirectorBridge,
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+
SnapshotRecoveryHelper,
|
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+
} from '@sadhaka/loom-engine';
|
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+
|
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// Credential-free SSE subscription.
|
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var bridge = new SSEDirectorBridge({
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baseUrl: directorUrl,
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characterId: characterId,
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eventSourceFactory: function(u) {
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return new EventSource(u, { withCredentials: false });
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},
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});
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// Credential-free snapshot recovery.
|
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var recovery = new SnapshotRecoveryHelper({
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baseUrl: snapshotUrl,
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characterId: characterId,
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fetchImpl: function(input, init) {
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var safeInit = Object.assign({}, init, { credentials: 'omit' });
|
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return fetch(input, safeInit);
|
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+
},
|
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|
+
});
|
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|
+
```
|
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+
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The override hooks have always existed; 0.10.1 documents them.
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Internal security audit references are kept in the repository, not
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shipped with the npm package.
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|
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## Status
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**Pre-alpha, productized as of 0.10.0** (Phase 11B.3 - npm publish
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|
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under MIT). Phases 0 through 9.3 + 11A.2 are shipped; the engine
|
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runs the public TheWorldTable.ai pre-alpha. Productization is a
|
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fund-raising and distribution decision, not a stability claim - the
|
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public API surface will evolve until 1.0.
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+
|
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|
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| Phase | Status | Surface |
|
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|---|---|---|
|
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| 0 | shipped | scaffolding, package.json, tsconfig, PRIOR-ART log |
|
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|
+
| 1 | shipped | Canvas2D iso renderer, camera, transform pool (SoA) |
|
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|
+
| 2 | shipped | ECS World, system scheduler, resource registry, Engine facade, asset pipeline |
|
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|
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| 3 | shipped | clip-aware sprite-sheet manifests, AnimationStatePool, AnimationSystem |
|
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|
+
| 4 | shipped | particle pool, emitter component, three-system VFX pipeline, additive blend |
|
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|
+
| 5 | shipped | Web Audio bus mixer with VE-budget gating, unified keyboard / mouse / touch input |
|
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|
+
| 6 | shipped | Director-bridge: SSE event-stream subscription, eventSourceFactory hook, snapshot-recovery |
|
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|
+
| 7 | shipped | Survivor combat layer (projectile pool, hit resolution, damage application) ported onto Loom Engine |
|
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|
+
| 8 | shipped | 2.5D ARPG hub-and-spoke per LOOM-CLASS-SYSTEM-SPEC, plaza narrator, mobile + touch input (virtual D-pad, tap-to-walk) |
|
|
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|
+
| 9.1 | shipped | perf pass: alloc-churn fixes + bench harness |
|
|
144
|
+
| 9.3 | shipped | TypeDoc public-API site with auto-deploy |
|
|
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|
+
| 11A.2 | shipped | docs hosting migrated to Cloudflare Pages |
|
|
146
|
+
| 11B.3 | shipped | MIT license + npm publish posture (this release) |
|
|
147
|
+
| 12.4 | shipped | License pivot from MIT to BUSL 1.1 with $1M revenue cap |
|
|
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|
+
| 13.2 | shipped | Engine hardening: 12.6 audit lows L-08..L-12 closed |
|
|
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|
+
| 14.1 | shipped | WebGL2 instanced sprite batcher (this release) |
|
|
150
|
+
|
|
151
|
+
See [LOOM-ENGINE-SPEC.md](../docker/LOOM-ENGINE-SPEC.md) Section 7
|
|
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|
+
for the full phase plan with effort estimates.
|
|
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|
+
|
|
154
|
+
## Renderer backends
|
|
155
|
+
|
|
156
|
+
Two backends ship behind the same `IGraphicsDevice` contract:
|
|
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|
+
|
|
158
|
+
| Backend | Status | When to use |
|
|
159
|
+
|---|---|---|
|
|
160
|
+
| `canvas2d` | default, stable | Hundreds to ~2k sprites; broadest browser coverage |
|
|
161
|
+
| `webgl2` | 0.12.0+, opt-in | Thousands of sprites; instanced batching with atlas grouping |
|
|
162
|
+
|
|
163
|
+
Existing consumers do not need to change anything - `Engine.create({ canvas })`
|
|
164
|
+
keeps the Canvas2D path it has always had, with byte-for-byte
|
|
165
|
+
compatibility on every public API.
|
|
166
|
+
|
|
167
|
+
### Opt into WebGL2
|
|
168
|
+
|
|
169
|
+
```ts
|
|
170
|
+
import { Engine, WebGL2Device } from '@sadhaka/loom-engine';
|
|
171
|
+
|
|
172
|
+
// Importing WebGL2Device side-effect-registers the 'webgl2' backend
|
|
173
|
+
// factory. The string-based form then works:
|
|
174
|
+
var engine = Engine.create({ canvas: myCanvas, backend: 'webgl2' });
|
|
175
|
+
```
|
|
176
|
+
|
|
177
|
+
Or inject a pre-built device for absolute control over construction
|
|
178
|
+
(useful when sharing the GL context with another renderer):
|
|
179
|
+
|
|
180
|
+
```ts
|
|
181
|
+
import { Engine, WebGL2Device } from '@sadhaka/loom-engine';
|
|
182
|
+
|
|
183
|
+
var device = new WebGL2Device(myCanvas);
|
|
184
|
+
var engine = Engine.create({ canvas: myCanvas, device: device });
|
|
185
|
+
```
|
|
186
|
+
|
|
187
|
+
### How batching works
|
|
188
|
+
|
|
189
|
+
Every `drawSprite` / `drawTile` / `drawParticle` / `drawText` call
|
|
190
|
+
flows through `SpriteBatcher`, which accumulates per-instance data
|
|
191
|
+
(screen-space origin + size, atlas UV rect, RGBA tint) into a single
|
|
192
|
+
Float32Array. A flush triggers when the next call uses a different
|
|
193
|
+
atlas or blend mode, and at `endFrame`. Each flush issues exactly
|
|
194
|
+
one `drawArraysInstanced` for the batch.
|
|
195
|
+
|
|
196
|
+
For maximum throughput, group draws by atlas at the system level
|
|
197
|
+
(e.g. render all hamlet props from one atlas, all NPCs from another).
|
|
198
|
+
The default `SpriteRenderSystem` already sorts globally by iso depth
|
|
199
|
+
key; submission order within an atlas-bounded run is preserved
|
|
200
|
+
through the batcher.
|
|
201
|
+
|
|
202
|
+
### Tree-shake story
|
|
203
|
+
|
|
204
|
+
`engine.ts` deliberately does **not** statically import
|
|
205
|
+
`WebGL2Device`. A consumer that only uses Canvas2D never pulls
|
|
206
|
+
WebGL2-specific code into their bundle - the only way the WebGL2
|
|
207
|
+
path enters the dependency graph is via an explicit
|
|
208
|
+
`import { WebGL2Device }`, which also triggers backend registration
|
|
209
|
+
through a `/*#__PURE__*/`-marked side effect.
|
|
210
|
+
|
|
211
|
+
### WebGL2 limits + fallback
|
|
212
|
+
|
|
213
|
+
- WebGL2 contexts can be lost (GPU crash, long backgrounded tab,
|
|
214
|
+
extension hijack). The device handles `webglcontextlost` /
|
|
215
|
+
`webglcontextrestored` automatically: every atlas re-uploads from
|
|
216
|
+
its cached source image; frames during the lost interval no-op.
|
|
217
|
+
- Browsers without WebGL2 (Safari < 15, very old Chrome/Firefox)
|
|
218
|
+
throw at `WebGL2Device` construction. Wrap the upgrade in a
|
|
219
|
+
feature check and fall back to Canvas2D:
|
|
220
|
+
```ts
|
|
221
|
+
function pickBackend() {
|
|
222
|
+
var probe = document.createElement('canvas').getContext('webgl2');
|
|
223
|
+
return probe ? 'webgl2' : 'canvas2d';
|
|
224
|
+
}
|
|
225
|
+
var engine = Engine.create({ canvas: myCanvas, backend: pickBackend() });
|
|
226
|
+
```
|
|
227
|
+
- Performance characterization lands in phase 14.3 (synthetic 5k+
|
|
228
|
+
sprite bench, frame-time histograms, pareto-front against
|
|
229
|
+
Canvas2D). Until then, treat WebGL2 as opt-in for scale-bound
|
|
230
|
+
scenes only.
|
|
231
|
+
|
|
232
|
+
## Build
|
|
233
|
+
|
|
234
|
+
```sh
|
|
235
|
+
npm install
|
|
236
|
+
npm run build # tsc src/ -> dist/
|
|
237
|
+
npm run build:demo # tsc demo/*.ts -> demo/*.js
|
|
238
|
+
npm run build:all # both
|
|
239
|
+
npm run watch # rebuild src on change
|
|
240
|
+
npm run test # tsx tests/*.test.ts
|
|
241
|
+
npm run clean # remove dist + compiled demo
|
|
242
|
+
```
|
|
243
|
+
|
|
244
|
+
## Run the demos
|
|
245
|
+
|
|
246
|
+
```sh
|
|
247
|
+
npm run build:all
|
|
248
|
+
python -m http.server 8765
|
|
249
|
+
# browse http://localhost:8765/demo/
|
|
250
|
+
```
|
|
251
|
+
|
|
252
|
+
`http://localhost:8765/demo/` is the gallery index. The same tree is
|
|
253
|
+
published to [loom-engine.pages.dev/demo/](https://loom-engine.pages.dev/demo/)
|
|
254
|
+
on every push to `main`.
|
|
255
|
+
|
|
256
|
+
## Examples
|
|
257
|
+
|
|
258
|
+
Three minimal, copy-paste-ready starters live under `demo/`. Each is
|
|
259
|
+
roughly 150 lines of TypeScript, imports from `@sadhaka/loom-engine`
|
|
260
|
+
(resolved via `importmap` to the local engine bundle), and runs in
|
|
261
|
+
the browser without a build step on the consumer side.
|
|
262
|
+
|
|
263
|
+
- **[Survivor Mini](./demo/survivor-mini/)** - 100-line autobattler.
|
|
264
|
+
Player at center auto-fires at the nearest mob; mobs spawn from
|
|
265
|
+
random screen edges and pursue. Showcases ECS pools (Transform /
|
|
266
|
+
Sprite / Health / Pursue / RangedAttack), `MOB_CATALOG`, projectile
|
|
267
|
+
physics, system-phase ordering.
|
|
268
|
+
- **[Plaza Mini](./demo/plaza-mini/)** - walkable iso plaza wired to
|
|
269
|
+
a mock Director bridge. WASD to walk; the narrator overlay below
|
|
270
|
+
the canvas pulses every five seconds with a synthetic
|
|
271
|
+
`narrator.line` event drained from `MockDirectorBridge`. Demonstrates
|
|
272
|
+
iso projection, input snapshot, the bridge / event-log / DOM-overlay
|
|
273
|
+
boundary.
|
|
274
|
+
- **[Dialogue Mini](./demo/dialogue-mini/)** - branching dialogue
|
|
275
|
+
tree, no movement, no combat. Click a choice or press 1 / 2 / 3.
|
|
276
|
+
Demonstrates that the same ECS / resource model that runs the action
|
|
277
|
+
demos also fits a UI-only game: custom `Resource`, custom `System`
|
|
278
|
+
reading both `InputSnapshot` and DOM events, DOM as the primary UI.
|
|
279
|
+
|
|
280
|
+
The legacy reference demos (Phase 6 director, Phase 7 combat, Phase 8
|
|
281
|
+
ARPG slice) stay accessible from the gallery index.
|
|
282
|
+
|
|
283
|
+
Controls in the legacy director demo (`demo/director.html`):
|
|
284
|
+
- **Arrow keys / WASD**: pan camera
|
|
285
|
+
- **Click**: burst 24 particles + play SFX chirp (after first click, AudioContext unlocks)
|
|
286
|
+
- **Hover**: stats panel shows the iso tile under the cursor
|
|
287
|
+
|
|
288
|
+
## Layout
|
|
289
|
+
|
|
290
|
+
```
|
|
291
|
+
loom-engine/
|
|
292
|
+
src/
|
|
293
|
+
util/ math, color, typed-arrays
|
|
294
|
+
components/ transform, sprite, particle-emitter
|
|
295
|
+
renderer/ graphics-device, canvas2d-device, camera, iso-projection
|
|
296
|
+
animation/ animation-clip, animation-state-pool
|
|
297
|
+
asset/ sprite-sheet-loader
|
|
298
|
+
audio/ audio-bus
|
|
299
|
+
input/ input-manager
|
|
300
|
+
systems/ sprite-render, animation, particle-{simulation,emitter,render}, input, veil-budget
|
|
301
|
+
vfx/ particle-pool
|
|
302
|
+
entity.ts entity allocator (32-bit handle, generation guard)
|
|
303
|
+
world.ts ECS World class
|
|
304
|
+
system.ts System interface + phase constants
|
|
305
|
+
resources.ts ResourceRegistry + Time + VeilBudget
|
|
306
|
+
engine.ts Engine facade
|
|
307
|
+
index.ts public API barrel
|
|
308
|
+
demo/ browser demo (one tile + animated knight + sparkles + click-to-burst)
|
|
309
|
+
tests/ node-based smoke tests (tsx --test)
|
|
310
|
+
assets/ placeholder game assets (knight walk-cycle PNG + JSON)
|
|
311
|
+
tools/ helper scripts (gen-knight.py - Pillow generator)
|
|
312
|
+
PRIOR-ART.md cumulative inspirations log (clean-room defense)
|
|
313
|
+
package.json tsc + tsx as only dev deps
|
|
314
|
+
tsconfig.json ES2022 strict + noUncheckedIndexedAccess
|
|
315
|
+
dist/ tsc output (gitignored)
|
|
316
|
+
node_modules/ npm install output (gitignored)
|
|
317
|
+
```
|
|
318
|
+
|
|
319
|
+
## Architecture quick-reference
|
|
320
|
+
|
|
321
|
+
- **ECS** over god-object scene graph - entities are 32-bit handles,
|
|
322
|
+
components live in pools indexed by entity index
|
|
323
|
+
- **Structure-of-arrays** for hot data (TransformPool, SpritePool,
|
|
324
|
+
ParticlePool, ParticleEmitterPool, AnimationStatePool) - tight
|
|
325
|
+
iteration over Float32Arrays, no per-entity object allocation
|
|
326
|
+
- **IGraphicsDevice** abstraction with Canvas2D primary backend
|
|
327
|
+
(WebGL2 reserved for Phase 2+ if profiling demands)
|
|
328
|
+
- **6-phase scheduler** - INPUT -> LOGIC -> PHYSICS -> ANIMATION ->
|
|
329
|
+
RENDER -> POST_RENDER, deterministic registration order within each
|
|
330
|
+
- **VeilBudgetResource** - the patent-defensible novelty hook. Single
|
|
331
|
+
resource with `particleBudget`, `audioBudget`, `shaderBudget`,
|
|
332
|
+
`eventBudget`. VeilBudgetSystem propagates updates to ParticlePool,
|
|
333
|
+
AudioBus, etc. Director-bridge mutates the budget; subsystems read
|
|
334
|
+
- **Frame loop** - `engine.tick(now)` runs in this order:
|
|
335
|
+
1. compute dt (clamped to 1/30s)
|
|
336
|
+
2. advance Time resource
|
|
337
|
+
3. device.beginFrame
|
|
338
|
+
4. world.update (walks all phases)
|
|
339
|
+
5. device.endFrame
|
|
340
|
+
|
|
341
|
+
## Public API surface (Phase 5)
|
|
342
|
+
|
|
343
|
+
```ts
|
|
344
|
+
import {
|
|
345
|
+
Engine,
|
|
346
|
+
// ECS
|
|
347
|
+
POOL_TRANSFORM, POOL_SPRITE, POOL_ANIMATION, POOL_PARTICLE,
|
|
348
|
+
POOL_EMITTER,
|
|
349
|
+
TransformPool, SpritePool, AnimationStatePool, ParticlePool,
|
|
350
|
+
ParticleEmitterPool,
|
|
351
|
+
SYSTEM_PHASE_INPUT, SYSTEM_PHASE_LOGIC, SYSTEM_PHASE_PHYSICS,
|
|
352
|
+
SYSTEM_PHASE_ANIMATION, SYSTEM_PHASE_RENDER, SYSTEM_PHASE_POST_RENDER,
|
|
353
|
+
// Default systems
|
|
354
|
+
AnimationSystem, SpriteRenderSystem,
|
|
355
|
+
ParticleEmitterSystem, ParticleSimulationSystem, ParticleRenderSystem,
|
|
356
|
+
InputSystem, VeilBudgetSystem,
|
|
357
|
+
// Resources
|
|
358
|
+
RESOURCE_TIME, RESOURCE_CAMERA, RESOURCE_DEVICE,
|
|
359
|
+
RESOURCE_VEIL_BUDGET, RESOURCE_INPUT, RESOURCE_AUDIO_BUS,
|
|
360
|
+
// Renderer
|
|
361
|
+
Canvas2DDevice, ISO_TILE_WIDTH, ISO_TILE_HEIGHT,
|
|
362
|
+
// Asset
|
|
363
|
+
loadSpriteSheet, computeFrameIndex,
|
|
364
|
+
// Audio
|
|
365
|
+
AudioBus, AUDIO_BUDGET_AMBIENT_FLOOR, AUDIO_BUDGET_ESSENTIAL_FLOOR,
|
|
366
|
+
// Input
|
|
367
|
+
InputManager,
|
|
368
|
+
// Math + color
|
|
369
|
+
vec2, vec3, rect, clamp, lerp,
|
|
370
|
+
hexToRgba, rgbaToCssString,
|
|
371
|
+
COLOR_KNOT_STR, COLOR_KNOT_DEX, COLOR_KNOT_INT, COLOR_KNOT_CENTER,
|
|
372
|
+
// Iso
|
|
373
|
+
tileToIso, worldToIso, isoToTile, isoDepthKey,
|
|
374
|
+
} from '@sadhaka/loom-engine';
|
|
375
|
+
|
|
376
|
+
const engine = Engine.create({ canvas });
|
|
377
|
+
engine.world.addSystem(new InputSystem(), SYSTEM_PHASE_INPUT);
|
|
378
|
+
engine.world.addSystem(new VeilBudgetSystem(), SYSTEM_PHASE_INPUT);
|
|
379
|
+
// ... game systems ...
|
|
380
|
+
engine.world.addSystem(new SpriteRenderSystem(), SYSTEM_PHASE_RENDER);
|
|
381
|
+
function tick(now: number) {
|
|
382
|
+
engine.tick(now);
|
|
383
|
+
requestAnimationFrame(tick);
|
|
384
|
+
}
|
|
385
|
+
requestAnimationFrame(tick);
|
|
386
|
+
```
|
|
387
|
+
|
|
388
|
+
## Patent strategy
|
|
389
|
+
|
|
390
|
+
The engine's defensible novelty is in the **Loom integration layer**,
|
|
391
|
+
not the rasterizer. Director-driven scene state, Veil Essence economy
|
|
392
|
+
gating render budget, knot-aware encounter generation, event-sourced
|
|
393
|
+
rendering. The renderer underneath uses public-domain techniques
|
|
394
|
+
(sprite batching, isometric projection, ECS) implemented from scratch.
|
|
395
|
+
|
|
396
|
+
See [PRIOR-ART.md](./PRIOR-ART.md) for the cumulative inspirations
|
|
397
|
+
log (public talks, papers, OSS architecture - took / declined per
|
|
398
|
+
source).
|
|
399
|
+
|
|
400
|
+
Every architectural commit names its inspirations in plain text. No
|
|
401
|
+
copy-paste from any external engine source. PRIOR-ART.md is the
|
|
402
|
+
audit trail any future productization or patent dispute would lean on.
|
|
403
|
+
|
|
404
|
+
## Test coverage
|
|
405
|
+
|
|
406
|
+
208 / 208 tests pass on Node 24 via `tsx --test`. Coverage spans
|
|
407
|
+
all twelve test files in `tests/`:
|
|
408
|
+
|
|
409
|
+
- `smoke.test.ts` - public API barrel, version stamp
|
|
410
|
+
- `world.test.ts` - ECS world, system scheduling, sprite pool, sprite render, time
|
|
411
|
+
- `asset-loader.test.ts` - sprite-sheet manifest, frame stepper, error discriminator
|
|
412
|
+
- `animation.test.ts` - animation clip math, state pool, AnimationSystem end-to-end
|
|
413
|
+
- `vfx.test.ts` - particle pool, emitter pool, simulation, emitter system, veil budget
|
|
414
|
+
- `audio-input.test.ts` - audio bus + ducking, input manager, input system, budget propagation
|
|
415
|
+
- `director.test.ts` - SSE bridge, eventSourceFactory hook, scene-state derivation
|
|
416
|
+
- `combat.test.ts` - hit resolution, damage application, knockback
|
|
417
|
+
- `projectile.test.ts` - projectile pool, lifetime, collision
|
|
418
|
+
- `arpg.test.ts` - ARPG hub-and-spoke, plaza narrator, encounter scheduling
|
|
419
|
+
- `snapshot-recovery.test.ts` - SnapshotRecoveryHelper for Director reconnect
|
|
420
|
+
- `touch-input.test.ts` - virtual D-pad, tap-to-walk, multi-touch arbitration
|
|
421
|
+
|
|
422
|
+
Run via `npm test`. Each suite is fully node-based; no DOM dependency.
|
|
423
|
+
Browser-only paths (Canvas2DDevice rasterization, AudioContext
|
|
424
|
+
unlock, DOM event listeners) are exercised via the demo's preview
|
|
425
|
+
verification, not unit tests.
|
|
426
|
+
|
|
427
|
+
## Docs deploy
|
|
428
|
+
|
|
429
|
+
The TypeDoc site at **https://loom-engine.pages.dev/** is served by
|
|
430
|
+
Cloudflare Pages from the `gh-pages` branch of this repo. The chain:
|
|
431
|
+
|
|
432
|
+
1. Push to `main` triggers `.github/workflows/docs.yml`
|
|
433
|
+
2. Workflow runs `npm ci`, `npm test`, `npm run docs:ci`, then publishes
|
|
434
|
+
`./docs-build/` to the `gh-pages` branch via `peaceiris/actions-gh-pages`
|
|
435
|
+
3. Cloudflare Pages watches the `gh-pages` branch and auto-deploys on
|
|
436
|
+
every push, typically within 1-2 min
|
|
437
|
+
|
|
438
|
+
GitHub Pages itself is **not** used: the repo is private and free user
|
|
439
|
+
plans do not include Pages on private repos. The 422 error from the
|
|
440
|
+
Pages create API is the canonical signal: `"Your current plan does not
|
|
441
|
+
support GitHub Pages for this repository."`
|
|
442
|
+
|
|
443
|
+
### Re-creating the deploy from scratch
|
|
444
|
+
|
|
445
|
+
If the Cloudflare Pages project is ever deleted or the repo is forked
|
|
446
|
+
to a new owner, re-activate as follows:
|
|
447
|
+
|
|
448
|
+
1. Cloudflare dashboard -> **Workers & Pages** -> **Create** -> **Pages** ->
|
|
449
|
+
**Connect to Git**
|
|
450
|
+
2. Authorize Cloudflare on the GitHub account that owns the repo
|
|
451
|
+
(only the engine repo needs to be granted access)
|
|
452
|
+
3. Select `loom-engine`, name the project `loom-engine` (default URL
|
|
453
|
+
becomes `loom-engine.pages.dev`)
|
|
454
|
+
4. **Production branch**: `gh-pages`
|
|
455
|
+
5. **Build command**: leave empty (the gh-pages branch is already a
|
|
456
|
+
built static site)
|
|
457
|
+
6. **Build output directory**: `/` (root)
|
|
458
|
+
7. Save and deploy. First deploy reads whatever is currently on
|
|
459
|
+
`gh-pages`; subsequent deploys auto-trigger on push to that branch
|
|
460
|
+
8. Optional: assign a custom domain (e.g. `engine.theworldtable.ai`)
|
|
461
|
+
under the project's **Custom domains** tab. CF DNS for
|
|
462
|
+
`theworldtable.ai` is already on the same account, so this is a
|
|
463
|
+
one-click CNAME add
|
|
464
|
+
|
|
465
|
+
If the workflow ever stops updating `gh-pages` (CF Pages will keep
|
|
466
|
+
serving the last successful build but go stale), check
|
|
467
|
+
`gh run list --repo sadhaka/loom-engine --workflow=docs.yml`.
|
|
468
|
+
|
|
469
|
+
## License
|
|
470
|
+
|
|
471
|
+
Versions 0.11.0 and later are licensed under the
|
|
472
|
+
[Business Source License 1.1](./LICENSE) ("BUSL-1.1").
|
|
473
|
+
Copyright (c) 2026 Misha Mitiev.
|
|
474
|
+
|
|
475
|
+
- **Free for use** below USD $1,000,000 annual gross revenue from any
|
|
476
|
+
product, game, or service that incorporates this engine. Personal
|
|
477
|
+
projects, learning, prototyping, and indie games well under that
|
|
478
|
+
threshold all qualify.
|
|
479
|
+
- **Commercial license required** above the threshold. Contact
|
|
480
|
+
`licensor@theworldtable.ai`. Standard terms include a 5% royalty on
|
|
481
|
+
excess revenue; lump-sum buyouts and equity-for-license arrangements
|
|
482
|
+
are negotiable. See
|
|
483
|
+
[COMMERCIAL_LICENSE_TERMS.md](./COMMERCIAL_LICENSE_TERMS.md).
|
|
484
|
+
- **Auto-converts to Apache 2.0** on **2030-05-08** (4-year window per
|
|
485
|
+
BUSL spec). After that date, all 0.11.0+ versions become permissive.
|
|
486
|
+
- **Patent strategy**: novelty claims documented in PRIOR-ART.md are
|
|
487
|
+
independent of the source-code license and apply to all versions
|
|
488
|
+
regardless of license phase.
|
|
489
|
+
|
|
490
|
+
Version 0.10.0 (the only previously-published release) remains
|
|
491
|
+
permanently licensed under MIT for backwards compatibility. Projects
|
|
492
|
+
pinned to `0.10.0` are unaffected by the license change but will not
|
|
493
|
+
receive future updates without accepting BUSL-1.1.
|
|
494
|
+
|
|
495
|
+
## Publishing
|
|
496
|
+
|
|
497
|
+
Tagged releases publish to npm via
|
|
498
|
+
[`.github/workflows/npm-publish.yml`](./.github/workflows/npm-publish.yml).
|
|
499
|
+
The workflow runs `npm test` and `npm run build`, then
|
|
500
|
+
`npm publish --access public`, when a tag matching `v*` is pushed to
|
|
501
|
+
`main`. It needs the `NPM_TOKEN` repo secret to authenticate.
|
|
502
|
+
|
|
503
|
+
Manual publish from a local checkout:
|
|
504
|
+
|
|
505
|
+
```sh
|
|
506
|
+
npm login # one-time, npm account named sadhaka
|
|
507
|
+
npm test # 208/208 must pass
|
|
508
|
+
npm run build # tsc -> dist/
|
|
509
|
+
npm publish --dry-run # inspect tarball contents first
|
|
510
|
+
npm publish --access public # scoped packages default to private; flag is required
|
|
511
|
+
```
|
|
512
|
+
|
|
513
|
+
`prepublishOnly` in `package.json` re-runs `npm test && npm run build`
|
|
514
|
+
before any publish, so the dry-run and the final publish always rebuild
|
|
515
|
+
from a clean source tree.
|
|
516
|
+
|
|
517
|
+
## Contributing
|
|
518
|
+
|
|
519
|
+
This is a single-author project (Misha Mitiev) for TheWorldTable.ai.
|
|
520
|
+
The MIT license permits forking and modification; pull requests are
|
|
521
|
+
welcome but not actively triaged - the canonical roadmap is the spec
|
|
522
|
+
file (`LOOM-ENGINE-SPEC.md` in the parent repo) and capacity is
|
|
523
|
+
limited. For bug reports, file an issue with a minimal repro.
|