@woosh/meep-engine 3.9.0 → 3.11.0

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.
Files changed (832) hide show
  1. package/README.md +168 -152
  2. package/build/bundle-worker-image-decoder.js +1 -1
  3. package/build/bundle-worker-terrain.js +1 -1
  4. package/package.json +3 -2
  5. package/src/REVIEW_2026_08_06.md +610 -610
  6. package/src/avif/encode_image_source.d.ts +70 -0
  7. package/src/avif/encode_image_source.d.ts.map +1 -0
  8. package/src/avif/encode_image_source.js +117 -0
  9. package/src/avif/encoder_worker.js +15 -126
  10. package/src/avif/index.d.ts +4 -2
  11. package/src/avif/index.js +21 -2
  12. package/src/avif/native/DECISIONS.md +537 -0
  13. package/src/avif/native/NOTICE.md +61 -0
  14. package/src/avif/native/api/AvifDecoder.d.ts +67 -0
  15. package/src/avif/native/api/AvifDecoder.d.ts.map +1 -0
  16. package/src/avif/native/api/AvifDecoder.js +121 -0
  17. package/src/avif/native/api/apply_transformations.d.ts +30 -0
  18. package/src/avif/native/api/apply_transformations.d.ts.map +1 -0
  19. package/src/avif/native/api/apply_transformations.js +120 -0
  20. package/src/avif/native/api/avif_to_sampler2d.d.ts +25 -0
  21. package/src/avif/native/api/avif_to_sampler2d.d.ts.map +1 -0
  22. package/src/avif/native/api/avif_to_sampler2d.js +42 -0
  23. package/src/avif/native/api/convert_to_rgba.d.ts +54 -0
  24. package/src/avif/native/api/convert_to_rgba.d.ts.map +1 -0
  25. package/src/avif/native/api/convert_to_rgba.js +204 -0
  26. package/src/avif/native/api/decode_avif.d.ts +24 -0
  27. package/src/avif/native/api/decode_avif.d.ts.map +1 -0
  28. package/src/avif/native/api/decode_avif.js +111 -0
  29. package/src/avif/native/api/decode_image_item.d.ts +18 -0
  30. package/src/avif/native/api/decode_image_item.d.ts.map +1 -0
  31. package/src/avif/native/api/decode_image_item.js +234 -0
  32. package/src/avif/native/api/encode_avif.d.ts +73 -0
  33. package/src/avif/native/api/encode_avif.d.ts.map +1 -0
  34. package/src/avif/native/api/encode_avif.js +488 -0
  35. package/src/avif/native/api/sampler2d_to_avif.d.ts +22 -0
  36. package/src/avif/native/api/sampler2d_to_avif.d.ts.map +1 -0
  37. package/src/avif/native/api/sampler2d_to_avif.js +108 -0
  38. package/src/avif/native/av1/decode/Av1FrameContext.d.ts +286 -0
  39. package/src/avif/native/av1/decode/Av1FrameContext.d.ts.map +1 -0
  40. package/src/avif/native/av1/decode/Av1FrameContext.js +622 -0
  41. package/src/avif/native/av1/decode/block_decoded.d.ts +27 -0
  42. package/src/avif/native/av1/decode/block_decoded.d.ts.map +1 -0
  43. package/src/avif/native/av1/decode/block_decoded.js +59 -0
  44. package/src/avif/native/av1/decode/decode_av1_still.d.ts +22 -0
  45. package/src/avif/native/av1/decode/decode_av1_still.d.ts.map +1 -0
  46. package/src/avif/native/av1/decode/decode_av1_still.js +309 -0
  47. package/src/avif/native/av1/decode/decode_coefficients.d.ts +20 -0
  48. package/src/avif/native/av1/decode/decode_coefficients.d.ts.map +1 -0
  49. package/src/avif/native/av1/decode/decode_coefficients.js +259 -0
  50. package/src/avif/native/av1/decode/decode_palette.d.ts +28 -0
  51. package/src/avif/native/av1/decode/decode_palette.d.ts.map +1 -0
  52. package/src/avif/native/av1/decode/decode_palette.js +442 -0
  53. package/src/avif/native/av1/decode/decode_tile.d.ts +14 -0
  54. package/src/avif/native/av1/decode/decode_tile.d.ts.map +1 -0
  55. package/src/avif/native/av1/decode/decode_tile.js +1213 -0
  56. package/src/avif/native/av1/decode/get_scan.d.ts +16 -0
  57. package/src/avif/native/av1/decode/get_scan.d.ts.map +1 -0
  58. package/src/avif/native/av1/decode/get_scan.js +138 -0
  59. package/src/avif/native/av1/decode/read_lr.d.ts +35 -0
  60. package/src/avif/native/av1/decode/read_lr.d.ts.map +1 -0
  61. package/src/avif/native/av1/decode/read_lr.js +277 -0
  62. package/src/avif/native/av1/decode/read_transform_type.d.ts +19 -0
  63. package/src/avif/native/av1/decode/read_transform_type.d.ts.map +1 -0
  64. package/src/avif/native/av1/decode/read_transform_type.js +92 -0
  65. package/src/avif/native/av1/decode/reconstruct.d.ts +36 -0
  66. package/src/avif/native/av1/decode/reconstruct.d.ts.map +1 -0
  67. package/src/avif/native/av1/decode/reconstruct.js +241 -0
  68. package/src/avif/native/av1/decode/transform_type.d.ts +49 -0
  69. package/src/avif/native/av1/decode/transform_type.d.ts.map +1 -0
  70. package/src/avif/native/av1/decode/transform_type.js +137 -0
  71. package/src/avif/native/av1/encode/Av1BlockSnapshot.d.ts +81 -0
  72. package/src/avif/native/av1/encode/Av1BlockSnapshot.d.ts.map +1 -0
  73. package/src/avif/native/av1/encode/Av1BlockSnapshot.js +299 -0
  74. package/src/avif/native/av1/encode/Av1EncodeContext.d.ts +384 -0
  75. package/src/avif/native/av1/encode/Av1EncodeContext.d.ts.map +1 -0
  76. package/src/avif/native/av1/encode/Av1EncodeContext.js +590 -0
  77. package/src/avif/native/av1/encode/build_headers.d.ts +50 -0
  78. package/src/avif/native/av1/encode/build_headers.d.ts.map +1 -0
  79. package/src/avif/native/av1/encode/build_headers.js +359 -0
  80. package/src/avif/native/av1/encode/choose_chroma_alpha.d.ts +26 -0
  81. package/src/avif/native/av1/encode/choose_chroma_alpha.d.ts.map +1 -0
  82. package/src/avif/native/av1/encode/choose_chroma_alpha.js +90 -0
  83. package/src/avif/native/av1/encode/choose_filters.d.ts +21 -0
  84. package/src/avif/native/av1/encode/choose_filters.d.ts.map +1 -0
  85. package/src/avif/native/av1/encode/choose_filters.js +318 -0
  86. package/src/avif/native/av1/encode/choose_restoration.d.ts +35 -0
  87. package/src/avif/native/av1/encode/choose_restoration.d.ts.map +1 -0
  88. package/src/avif/native/av1/encode/choose_restoration.js +616 -0
  89. package/src/avif/native/av1/encode/decode_effort.d.ts +57 -0
  90. package/src/avif/native/av1/encode/decode_effort.d.ts.map +1 -0
  91. package/src/avif/native/av1/encode/decode_effort.js +59 -0
  92. package/src/avif/native/av1/encode/encode_av1_still.d.ts +17 -0
  93. package/src/avif/native/av1/encode/encode_av1_still.d.ts.map +1 -0
  94. package/src/avif/native/av1/encode/encode_av1_still.js +194 -0
  95. package/src/avif/native/av1/encode/encode_effort.d.ts +56 -0
  96. package/src/avif/native/av1/encode/encode_effort.d.ts.map +1 -0
  97. package/src/avif/native/av1/encode/encode_effort.js +97 -0
  98. package/src/avif/native/av1/encode/encode_tile.d.ts +26 -0
  99. package/src/avif/native/av1/encode/encode_tile.d.ts.map +1 -0
  100. package/src/avif/native/av1/encode/encode_tile.js +2331 -0
  101. package/src/avif/native/av1/encode/quantise.d.ts +51 -0
  102. package/src/avif/native/av1/encode/quantise.d.ts.map +1 -0
  103. package/src/avif/native/av1/encode/quantise.js +212 -0
  104. package/src/avif/native/av1/encode/write_coefficients.d.ts +42 -0
  105. package/src/avif/native/av1/encode/write_coefficients.d.ts.map +1 -0
  106. package/src/avif/native/av1/encode/write_coefficients.js +367 -0
  107. package/src/avif/native/av1/encode/write_lr.d.ts +33 -0
  108. package/src/avif/native/av1/encode/write_lr.d.ts.map +1 -0
  109. package/src/avif/native/av1/encode/write_lr.js +174 -0
  110. package/src/avif/native/av1/encode/write_transform_type.d.ts +21 -0
  111. package/src/avif/native/av1/encode/write_transform_type.d.ts.map +1 -0
  112. package/src/avif/native/av1/encode/write_transform_type.js +70 -0
  113. package/src/avif/native/av1/entropy/CdfContext.d.ts +167 -0
  114. package/src/avif/native/av1/entropy/CdfContext.d.ts.map +1 -0
  115. package/src/avif/native/av1/entropy/CdfContext.js +433 -0
  116. package/src/avif/native/av1/entropy/SymbolReader.d.ts +103 -0
  117. package/src/avif/native/av1/entropy/SymbolReader.d.ts.map +1 -0
  118. package/src/avif/native/av1/entropy/SymbolReader.js +317 -0
  119. package/src/avif/native/av1/entropy/SymbolWriter.d.ts +107 -0
  120. package/src/avif/native/av1/entropy/SymbolWriter.d.ts.map +1 -0
  121. package/src/avif/native/av1/entropy/SymbolWriter.js +352 -0
  122. package/src/avif/native/av1/entropy/coefficient_context.d.ts +71 -0
  123. package/src/avif/native/av1/entropy/coefficient_context.d.ts.map +1 -0
  124. package/src/avif/native/av1/entropy/coefficient_context.js +325 -0
  125. package/src/avif/native/av1/entropy/partition_cdf.d.ts +54 -0
  126. package/src/avif/native/av1/entropy/partition_cdf.d.ts.map +1 -0
  127. package/src/avif/native/av1/entropy/partition_cdf.js +98 -0
  128. package/src/avif/native/av1/entropy/symbol_cost.d.ts +37 -0
  129. package/src/avif/native/av1/entropy/symbol_cost.d.ts.map +1 -0
  130. package/src/avif/native/av1/entropy/symbol_cost.js +76 -0
  131. package/src/avif/native/av1/filter/cdef.d.ts +15 -0
  132. package/src/avif/native/av1/filter/cdef.d.ts.map +1 -0
  133. package/src/avif/native/av1/filter/cdef.js +313 -0
  134. package/src/avif/native/av1/filter/loop_filter.d.ts +14 -0
  135. package/src/avif/native/av1/filter/loop_filter.d.ts.map +1 -0
  136. package/src/avif/native/av1/filter/loop_filter.js +377 -0
  137. package/src/avif/native/av1/filter/loop_restoration.d.ts +42 -0
  138. package/src/avif/native/av1/filter/loop_restoration.d.ts.map +1 -0
  139. package/src/avif/native/av1/filter/loop_restoration.js +451 -0
  140. package/src/avif/native/av1/filter/superres.d.ts +18 -0
  141. package/src/avif/native/av1/filter/superres.d.ts.map +1 -0
  142. package/src/avif/native/av1/filter/superres.js +86 -0
  143. package/src/avif/native/av1/grain/FilmGrainState.d.ts +62 -0
  144. package/src/avif/native/av1/grain/FilmGrainState.d.ts.map +1 -0
  145. package/src/avif/native/av1/grain/FilmGrainState.js +87 -0
  146. package/src/avif/native/av1/grain/film_grain.d.ts +16 -0
  147. package/src/avif/native/av1/grain/film_grain.d.ts.map +1 -0
  148. package/src/avif/native/av1/grain/film_grain.js +623 -0
  149. package/src/avif/native/av1/obu/FrameHeader.d.ts +248 -0
  150. package/src/avif/native/av1/obu/FrameHeader.d.ts.map +1 -0
  151. package/src/avif/native/av1/obu/FrameHeader.js +381 -0
  152. package/src/avif/native/av1/obu/ObuHeader.d.ts +53 -0
  153. package/src/avif/native/av1/obu/ObuHeader.d.ts.map +1 -0
  154. package/src/avif/native/av1/obu/ObuHeader.js +62 -0
  155. package/src/avif/native/av1/obu/SequenceHeader.d.ts +157 -0
  156. package/src/avif/native/av1/obu/SequenceHeader.d.ts.map +1 -0
  157. package/src/avif/native/av1/obu/SequenceHeader.js +225 -0
  158. package/src/avif/native/av1/obu/for_each_obu.d.ts +24 -0
  159. package/src/avif/native/av1/obu/for_each_obu.d.ts.map +1 -0
  160. package/src/avif/native/av1/obu/for_each_obu.js +50 -0
  161. package/src/avif/native/av1/obu/parse_frame_header.d.ts +18 -0
  162. package/src/avif/native/av1/obu/parse_frame_header.d.ts.map +1 -0
  163. package/src/avif/native/av1/obu/parse_frame_header.js +841 -0
  164. package/src/avif/native/av1/obu/parse_obu_header.d.ts +23 -0
  165. package/src/avif/native/av1/obu/parse_obu_header.d.ts.map +1 -0
  166. package/src/avif/native/av1/obu/parse_obu_header.js +69 -0
  167. package/src/avif/native/av1/obu/parse_sequence_header.d.ts +17 -0
  168. package/src/avif/native/av1/obu/parse_sequence_header.d.ts.map +1 -0
  169. package/src/avif/native/av1/obu/parse_sequence_header.js +263 -0
  170. package/src/avif/native/av1/obu/write_frame_header.d.ts +16 -0
  171. package/src/avif/native/av1/obu/write_frame_header.d.ts.map +1 -0
  172. package/src/avif/native/av1/obu/write_frame_header.js +579 -0
  173. package/src/avif/native/av1/obu/write_sequence_header.d.ts +17 -0
  174. package/src/avif/native/av1/obu/write_sequence_header.d.ts.map +1 -0
  175. package/src/avif/native/av1/obu/write_sequence_header.js +189 -0
  176. package/src/avif/native/av1/predict/IntraPredictionState.d.ts +49 -0
  177. package/src/avif/native/av1/predict/IntraPredictionState.d.ts.map +1 -0
  178. package/src/avif/native/av1/predict/IntraPredictionState.js +58 -0
  179. package/src/avif/native/av1/predict/intra_filter_type.d.ts +17 -0
  180. package/src/avif/native/av1/predict/intra_filter_type.d.ts.map +1 -0
  181. package/src/avif/native/av1/predict/intra_filter_type.js +79 -0
  182. package/src/avif/native/av1/predict/predict_chroma_from_luma.d.ts +50 -0
  183. package/src/avif/native/av1/predict/predict_chroma_from_luma.d.ts.map +1 -0
  184. package/src/avif/native/av1/predict/predict_chroma_from_luma.js +153 -0
  185. package/src/avif/native/av1/predict/predict_intra.d.ts +42 -0
  186. package/src/avif/native/av1/predict/predict_intra.d.ts.map +1 -0
  187. package/src/avif/native/av1/predict/predict_intra.js +803 -0
  188. package/src/avif/native/av1/predict/predict_palette.d.ts +23 -0
  189. package/src/avif/native/av1/predict/predict_palette.d.ts.map +1 -0
  190. package/src/avif/native/av1/predict/predict_palette.js +36 -0
  191. package/src/avif/native/av1/tables/av1_symbols.d.ts +411 -0
  192. package/src/avif/native/av1/tables/av1_symbols.d.ts.map +1 -0
  193. package/src/avif/native/av1/tables/av1_symbols.js +419 -0
  194. package/src/avif/native/av1/tables/block_tables.d.ts +181 -0
  195. package/src/avif/native/av1/tables/block_tables.d.ts.map +1 -0
  196. package/src/avif/native/av1/tables/block_tables.js +270 -0
  197. package/src/avif/native/av1/tables/cdf_tables.d.ts +961 -0
  198. package/src/avif/native/av1/tables/cdf_tables.d.ts.map +1 -0
  199. package/src/avif/native/av1/tables/cdf_tables.js +1893 -0
  200. package/src/avif/native/av1/tables/coefficient_tables.d.ts +41 -0
  201. package/src/avif/native/av1/tables/coefficient_tables.d.ts.map +1 -0
  202. package/src/avif/native/av1/tables/coefficient_tables.js +82 -0
  203. package/src/avif/native/av1/tables/derived_block_tables.d.ts +15 -0
  204. package/src/avif/native/av1/tables/derived_block_tables.d.ts.map +1 -0
  205. package/src/avif/native/av1/tables/derived_block_tables.js +23 -0
  206. package/src/avif/native/av1/tables/filter_tables.d.ts +171 -0
  207. package/src/avif/native/av1/tables/filter_tables.d.ts.map +1 -0
  208. package/src/avif/native/av1/tables/filter_tables.js +313 -0
  209. package/src/avif/native/av1/tables/grain_tables.d.ts +11 -0
  210. package/src/avif/native/av1/tables/grain_tables.d.ts.map +1 -0
  211. package/src/avif/native/av1/tables/grain_tables.js +190 -0
  212. package/src/avif/native/av1/tables/prediction_tables.d.ts +141 -0
  213. package/src/avif/native/av1/tables/prediction_tables.d.ts.map +1 -0
  214. package/src/avif/native/av1/tables/prediction_tables.js +223 -0
  215. package/src/avif/native/av1/tables/quantizer_matrix_tables.d.ts +21 -0
  216. package/src/avif/native/av1/tables/quantizer_matrix_tables.d.ts.map +1 -0
  217. package/src/avif/native/av1/tables/quantizer_matrix_tables.js +38 -0
  218. package/src/avif/native/av1/tables/quantizer_tables.d.ts +21 -0
  219. package/src/avif/native/av1/tables/quantizer_tables.d.ts.map +1 -0
  220. package/src/avif/native/av1/tables/quantizer_tables.js +160 -0
  221. package/src/avif/native/av1/tables/scan_tables.d.ts +321 -0
  222. package/src/avif/native/av1/tables/scan_tables.d.ts.map +1 -0
  223. package/src/avif/native/av1/tables/scan_tables.js +727 -0
  224. package/src/avif/native/av1/tables/segmentation_tables.d.ts +31 -0
  225. package/src/avif/native/av1/tables/segmentation_tables.d.ts.map +1 -0
  226. package/src/avif/native/av1/tables/segmentation_tables.js +48 -0
  227. package/src/avif/native/av1/tables/transform_tables.d.ts +91 -0
  228. package/src/avif/native/av1/tables/transform_tables.d.ts.map +1 -0
  229. package/src/avif/native/av1/tables/transform_tables.js +140 -0
  230. package/src/avif/native/av1/tables/unpack_table.d.ts +33 -0
  231. package/src/avif/native/av1/tables/unpack_table.d.ts.map +1 -0
  232. package/src/avif/native/av1/tables/unpack_table.js +73 -0
  233. package/src/avif/native/av1/transform/forward_transform_2d.d.ts +61 -0
  234. package/src/avif/native/av1/transform/forward_transform_2d.d.ts.map +1 -0
  235. package/src/avif/native/av1/transform/forward_transform_2d.js +574 -0
  236. package/src/avif/native/av1/transform/inverse_transform_1d.d.ts +76 -0
  237. package/src/avif/native/av1/transform/inverse_transform_1d.d.ts.map +1 -0
  238. package/src/avif/native/av1/transform/inverse_transform_1d.js +590 -0
  239. package/src/avif/native/av1/transform/inverse_transform_2d.d.ts +46 -0
  240. package/src/avif/native/av1/transform/inverse_transform_2d.d.ts.map +1 -0
  241. package/src/avif/native/av1/transform/inverse_transform_2d.js +180 -0
  242. package/src/avif/native/av1/util/ceil_log2.d.ts +13 -0
  243. package/src/avif/native/av1/util/ceil_log2.d.ts.map +1 -0
  244. package/src/avif/native/av1/util/ceil_log2.js +18 -0
  245. package/src/avif/native/av1/util/floor_log2.d.ts +20 -0
  246. package/src/avif/native/av1/util/floor_log2.d.ts.map +1 -0
  247. package/src/avif/native/av1/util/floor_log2.js +20 -0
  248. package/src/avif/native/av1/util/round2.d.ts +22 -0
  249. package/src/avif/native/av1/util/round2.d.ts.map +1 -0
  250. package/src/avif/native/av1/util/round2.js +27 -0
  251. package/src/avif/native/av1/util/round2_signed.d.ts +14 -0
  252. package/src/avif/native/av1/util/round2_signed.d.ts.map +1 -0
  253. package/src/avif/native/av1/util/round2_signed.js +17 -0
  254. package/src/avif/native/av1/util/tile_log2.d.ts +16 -0
  255. package/src/avif/native/av1/util/tile_log2.d.ts.map +1 -0
  256. package/src/avif/native/av1/util/tile_log2.js +23 -0
  257. package/src/avif/native/bitstream/BitReader.d.ts +174 -0
  258. package/src/avif/native/bitstream/BitReader.d.ts.map +1 -0
  259. package/src/avif/native/bitstream/BitReader.js +391 -0
  260. package/src/avif/native/bitstream/BitWriter.d.ts +122 -0
  261. package/src/avif/native/bitstream/BitWriter.d.ts.map +1 -0
  262. package/src/avif/native/bitstream/BitWriter.js +351 -0
  263. package/src/avif/native/color/ColourTransform.d.ts +62 -0
  264. package/src/avif/native/color/ColourTransform.d.ts.map +1 -0
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  794. package/src/avif/codec/dec/avif_dec.wasm +0 -0
  795. package/src/avif/codec/enc/README.md +0 -37
  796. package/src/avif/codec/enc/avif_enc.cpp +0 -216
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  800. package/src/avif/codec/enc/avif_enc.wasm +0 -0
  801. package/src/avif/codec/enc/avif_enc_mt.d.ts +0 -3
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  804. package/src/avif/codec/enc/avif_enc_mt.wasm +0 -0
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  810. package/src/avif/codec/enc/avif_enc_mt.worker.mjs +0 -1
  811. package/src/avif/decode.d.ts +0 -3
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  820. package/src/avif/tsconfig.tsbuildinfo +0 -1
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  823. package/src/avif/utils.js +0 -31
  824. package/src/engine/asset/loaders/image/jpeg/idct8x8_fixed.d.ts +0 -23
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  830. package/src/engine/save/GameStateLoader.d.ts +0 -49
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package/README.md CHANGED
@@ -1,152 +1,168 @@
1
- # Meep Engine
2
- **The unopinionated, high-performance ECS engine for code-first developers.**
3
-
4
- Meep is a battle-tested JavaScript game engine designed for scale. Built over 10+ years and used in commercial Steam releases, it strips away the bloat of traditional engines to offer a molecular, zero-allocation architecture.
5
-
6
- It is designed for engineers who want full control, offering performance that rivals native code on the web.
7
-
8
- [🕹️Examples](https://meep.company-named.com/examples/) | [📚 Documentation](https://meep.company-named.com/docs/getting-started/) | [🚀 Quick Start Template](https://gitlab.company-named.com/travnik/dream-engine-template) | [📄 License](#license--copyright)
9
-
10
- ---
11
-
12
- ## Why Meep?
13
- Most web engines are heavy, opinionated, and struggle with garbage collection. Meep is different.
14
-
15
- * **Pure ECS Architecture:** A true data-oriented foundation that supports complex hierarchies and millions of entities. Unlike hybrid engines, our component queries are instantaneous.
16
- * **Molecular Modularity:** Distributed as ~3,700 fine-grained modules. Need a lerp function? Import it for a 4-line footprint. You never pay for code you don't use.
17
- * **Zero-Garbage Architecture:** Custom memory management ensures stable frame rates. Meep handles millions of objects on low-spec mobile hardware without GC spikes.
18
- * **Code-First:** No GUI. No black boxes. Meep is a programmatic tool designed for software engineers who value architecture and long-term integration.
19
- * **Battle-Hardened:** Covered by 12,000+ unit tests and extensive assertions. This is not a prototype; it is industrial-grade software.
20
-
21
- ---
22
-
23
- ## 💎 Architecture: Pure ECS
24
- Meep is not yet another Object-Oriented engine with an ECS tacked on; it is a **Pure Entity Component System** engine.
25
-
26
- While other engines (like Unity) struggle with slow query times and documentation that advises you to use component lookups "sparingly" — Meep thrives on them.
27
-
28
- * **Strict Data-Oriented Design:** One component instance per type per entity. This guarantees memory layout optimization and cache locality.
29
- * **The Hierarchy Problem: Solved.** Pure ECS architectures historically struggle with scene graphs and parent-child transforms. Meep solves this natively. You get the composability of a scene graph with the raw speed of a flat array. (Similar to the Rust-based Bevy engine).
30
- * **Tiered API Access:**
31
- * **High-Level:** Use convenient abstraction layers for gameplay logic.
32
- * **Low-Level:** Drop down to raw typed arrays for performance-critical paths — physics bodies, geometry and transforms are all backed by them. The component store itself is index-addressed rather than a flat typed array.
33
- * **Uncompromised Speed:** Because the architecture is solid, you can query, filter, and iterate over millions of entities without performance cliffs.
34
-
35
- ---
36
-
37
- ## ⚡ High-Performance Rendering
38
- Meep 3 renders through **Shade**: a GPU-driven, visibility-buffer deferred renderer on **WebGPU**. Geometry is clustered into meshlets ahead of time and lives GPU-resident; culling runs on the GPU; lights are binned into froxels and applied deferred.
39
-
40
- **→ [The renderer contract](src/shade/RENDERER_CONTRACT.md)** what it promises, how to put a model on the screen, and how to add your own work to the frame.
41
- **Coming from 2.x?** [Migration guide](MIGRATION_2_TO_3.md) · [Changelog](CHANGELOG.md).
42
-
43
- * **WebGPU only.** There is no WebGL fallback, no backend abstraction and no degradation tiers. Hardware below the device floor gets a clean failure message rather than a lesser picture.
44
-
45
- * **Unlimited Lighting:** Render thousands of point lights (muzzle flashes, explosions, torches) with clustered lighting.
46
-
47
- * **GPU-Driven Decals:** Handle 1,000,000+ decals for persistent battle damage and environmental details.
48
-
49
- * **Massive Terrain:** Chunk-based, auto-culled terrain system supporting up to 256 layers (vs Unity's 4).
50
-
51
- * **"Particular" Particle Engine:** A zero-allocation particle system with full lighting, soft particles, and automatic atlassing, drawn through the renderer's own billboard pipeline.
52
-
53
- * **Extensible frames:** Your own work goes into the frame as a *render extension* — a declared phase, declared ordering, and typed per-frame records — rather than as a patch to the pipeline.
54
-
55
- * **Path Tracing:** Includes a pure JS path tracer utilizing the engine's internal BVH.
56
-
57
- ## ⚙️ Physics
58
- A deterministic rigid-body engine in pure JS no WASM, no worker threads built for replay-stable netcode and scenes with millions of mostly-sleeping bodies.
59
-
60
- * **Rigid Bodies at Scale:** SoA body pool, two-tree BVH broadphase, sequential-impulse solver with warm starting, and island-based atomic sleep/wake.
61
-
62
- * **Broad Shape Coverage:** Closed-form sphere/box/capsule paths, GJK+EPA for arbitrary convex shapes, heightmap and triangle-mesh terrain collisions, and continuous collision detection for fast movers.
63
-
64
- * **Fluid Dynamics:** Eulerian MAC-grid solver (MacCormack advection, vorticity confinement, SOR/PCG pressure) plus an MLS-MPM material-point simulator.
65
-
66
- * **Vehicles & Characters:** Raycast vehicle and a kinematic first-person character controller with stair and ramp handling.
67
-
68
- * **Inverse Kinematics:** Highly optimized FABRIK and analytic two-joint solvers.
69
-
70
- ## 🔊 Audio
71
- A data-driven sound engine built on Wwise / FMOD concepts without the opaque middleware banks.
72
-
73
- * **Full Middleware Feature Set:** Events, a mixer bus tree, RTPC parameters, voice stealing, mixer snapshots, and ducking — all authored as serializable engine data.
74
-
75
- * **Acoustic Simulation (opt-in):** Geometry-driven occlusion, transmission, propagation pathing, and baked reverb probes. What Steam Audio is to FMOD/Wwise, this layer is to the sound engine.
76
-
77
- * **Scale:** Custom culling and attenuation support 1,000s of positional sources with zero overhead.
78
-
79
- ## 🌐 Networking
80
- A game-ready netcode stack, from raw transport to rollback.
81
-
82
- * **Server-Authoritative Rollback:** Client-side prediction and reconciliation over action-log replication and binary snapshots.
83
-
84
- * **Pluggable Transports:** WebRTC DataChannel, WebTransport, WebSocket, and Node UDP with ack-based reliability, MTU fragmentation, and per-peer scope filtering.
85
-
86
- * **Diagnostics Built In:** Bandwidth metering, packet record/replay, and cross-peer desync detection.
87
-
88
- ## 🧠 AI & Simulation Tools
89
- Meep provides a suite of tools rarely found in JS engines, optimized for complex decision making.
90
-
91
- * **Behavior Trees & Blackboards:** Industry-standard tools for state management.
92
-
93
- * **Monte-Carlo Tree Search:** The same algorithm used in AlphaGo, available for your decision logic.
94
-
95
- * **Resource Allocation Solver:** Plan optimal actions based on limited resources (ammo, health, currency).
96
-
97
- * **Spatial Query System:** Highly optimized BVH for Ray, Box, Frustum, and Point queries.
98
-
99
- * **Pathfinding:** A* grid search, and a navigation mesh with build-time obstacle carving and exact (Polyanya) any-angle path queries. Agent steering and runtime obstacle carving are not implemented — `NavigationMeshAgent` is a placeholder, and changing the mesh after build means rebuilding it.
100
-
101
- ## 🛠️ Developer Experience
102
-
103
- ### Installation & Stripping
104
-
105
- Meep is designed to be invisible in production.
106
- ```shell
107
- npm install @woosh/meep-engine
108
- ```
109
-
110
- **Development Mode:** The engine includes ~5,000 assertions to help you catch errors instantly.
111
-
112
- **Production Mode:** Using @rollup/plugin-strip, Meep compiles to tiny size and runs at the speed of light.
113
-
114
- ```js
115
- // vite.config.js
116
- import strip from '@rollup/plugin-strip';
117
- export default defineConfig({
118
- plugins: [{ ...strip(), apply: 'build' }]
119
- });
120
- ```
121
-
122
- ### Reliability
123
- * **Tests:** 8,000+ tests across 1,400+ suites, including determinism, benchmark, and adversarial suites.
124
-
125
- * **Stability:** Exhaustively tested corner cases over a decade of development.
126
-
127
- ---
128
-
129
- ## Additional Features
130
-
131
- | Category | Features |
132
- |------------------|-----------------------------------------------------------------------------------------------------------------------|
133
- | Input | Unified abstraction for Touch, Mouse, Keyboard, and Gamepad. Event-driven and Query-based APIs |
134
- | Assets | Web-first asset streaming. The engine runs before assets even load |
135
- | Serialization | Binary serialization system with version upgrading |
136
- | UI | High-speed, zero-garbage UI system. Optional—can be replaced with React/Vue if desired |
137
- | Color Management | Scientific-grade color management toolkit, including spectral-integration tools and modern color spaces such as OKLab |
138
- | NodeGraph | A building block for node-graph systems, such as shader editors and workflow engines |
139
- | Achievements | State-of-the-art achievement system, using expressions and blackboards |
140
-
141
- ---
142
-
143
- ## License & Copyright
144
- Copyright © 2026 Company Named Limited. All rights reserved.
145
-
146
- Meep is **proprietary, source-available** software. The full source ships in the npm package — no binary blobs, no obfuscation — but it is not open source.
147
-
148
- **Free for small projects.** You can build and ship commercially at no cost for as long as a project stays under US$50,000 in funding and US$50,000 in revenue. Evaluating the engine and building internal prototypes are free whatever your funding. Paid tiers — Indie, Standard, and Enterprise — raise that ceiling for a one-time fee per project, and add 24 months of major-version coverage.
149
-
150
- Short version: ship anything you like, just don't redistribute the source and don't build a competing engine.
151
-
152
- See [LICENSE](LICENSE) for the terms covering this package, and the [pricing page](https://meep.company-named.com/pricing/) for the tier ladder.
1
+ # Meep Engine
2
+ **A pure-JavaScript, data-oriented game engine for WebGPU.**
3
+
4
+ A library you import from and drive in code — no native bindings, no editor-first workflow. Built over 10+ years, shipped in commercial Steam releases, and held to ~13,400 tests across ~2,100 spec files, determinism and adversarial suites among them.
5
+
6
+ **Proprietary and source-available.** You get all ~6,000 fine-grained ES modules, unobfuscated, under a licence that lets you ship. Need a lerp function? Import the module that holds it and pay for those four lines.
7
+
8
+ [🕹️Examples](https://meep.company-named.com/examples/) | [📚 Documentation](https://meep.company-named.com/docs/getting-started/) | [🚀 Quick Start Template](https://gitlab.company-named.com/travnik/dream-engine-template) | [📄 License](#license--copyright)
9
+
10
+ ---
11
+
12
+ ## Requirements & Installation
13
+
14
+ **WebGPU**, with `indirect-first-instance`, `float32-blendable`, ≥10 storage buffers per shader stage, and ≥32 colour-attachment bytes per sample. No WebGL fallback and no degradation tiers: hardware below that floor gets a clean failure message rather than a lesser picture.
15
+
16
+ ```shell
17
+ npm install @woosh/meep-engine
18
+ ```
19
+
20
+ `dat.gui` is a required peer dependency, `stats.js` an optional one. Node 24+.
21
+
22
+ **Coming from 2.x?** [Migration guide](MIGRATION_2_TO_3.md) · [Changelog](CHANGELOG.md).
23
+
24
+ ---
25
+
26
+ ## 💎 Architecture: Pure ECS
27
+
28
+ * **Strict data-oriented design:** one component instance per type per entity. That constraint is what keeps memory layout and query paths predictable.
29
+ * **Hierarchy without a scene graph:** `ParentEntity` and `EntityNode` give you the composability of a scene graph on top of flat component storage the thing pure-ECS architectures usually punt on.
30
+ * **Tiered access:** abstraction layers for gameplay logic, raw typed arrays underneath. Physics bodies, geometry and transforms are all backed by them; the component store itself is index-addressed rather than a flat typed array.
31
+ * **Allocation-conscious throughout:** pooling, SoA storage and reuse on the hot paths, so frame times stay flat instead of sawtoothing against the collector.
32
+
33
+ ---
34
+
35
+ ## ⚡ Rendering: Shade
36
+ GPU-driven and visibility-buffer deferred. Geometry is clustered into meshlets ahead of time and lives GPU-resident in one buffer; culling runs on the GPU; the rasterizer writes a visibility buffer and a G-buffer rather than shading as it draws; lights are binned into froxels and applied deferred; the result is temporally resolved, upscaled, tonemapped and presented.
37
+
38
+ **→ [The renderer contract](src/shade/RENDERER_CONTRACT.md)** what it promises, how to put a model on the screen, and how to add your own work to the frame.
39
+
40
+ * **Lighting:** clustered point and spot lights, shadows, ReSTIR DI, brick4 volumetric GI.
41
+
42
+ * **Virtual geometry and virtual textures:** `.vgeo` streaming, a GPU scene database, GPU animation and skinning.
43
+
44
+ * **Decals:** frustum-culled and cluster-assigned on the GPU, composited against the G-buffer out of a shared atlas. Capacity grows with the record buffer rather than sitting behind a fixed cap.
45
+
46
+ * **Terrain:** chunk-based and auto-culled, splat-weighted per layer. The layer count is bounded by the device's texture-array depth rather than by an engine constant.
47
+
48
+ * **Particles:** zero-allocation, fully lit, soft, automatically atlassed, drawn through the renderer's own billboard pipeline.
49
+
50
+ * **Resolution:** TAA/NSS upscaling and dynamic resolution scaling.
51
+
52
+ * **Path tracing:** a GPU path tracer in Shade, and a separate CPU one that runs off the engine's own BVH.
53
+
54
+ * **Extensible frames:** your own work goes in as a *render extension* — a declared phase, declared ordering, typed per-frame records — rather than as a patch to the pipeline.
55
+
56
+ * **Picking** is asynchronous and batched (`PickingQuery`); there is no synchronous entry point.
57
+
58
+ On top of Shade, `engine/graphics3` carries the ECS systems a game binds to: cameras, lights, animation, decals, particles, terrain, water, trails, highlights, fog of war and volumetric light maps.
59
+
60
+ Deliberately absent: compressed textures (DDS, Draco, Basis), double-sided drawing, and any second backend.
61
+
62
+ ---
63
+
64
+ ## ⚙️ Physics
65
+ Deterministic rigid bodies in pure JS — no WASM, no worker threads — built for replay-stable netcode and scenes with millions of mostly-sleeping bodies.
66
+
67
+ * **At scale:** SoA body pool, two-tree BVH broadphase, sequential-impulse solver with warm starting, island-based atomic sleep/wake.
68
+
69
+ * **Shape coverage:** closed-form sphere/box/capsule paths, GJK+EPA for arbitrary convex shapes, heightmap and triangle-mesh terrain collisions, continuous collision detection for fast movers.
70
+
71
+ * **Fluids:** Eulerian MAC-grid solver (MacCormack advection, vorticity confinement, SOR/PCG pressure) plus an MLS-MPM material-point simulator.
72
+
73
+ * **Vehicles and characters:** raycast vehicle, and a kinematic first-person controller with stair and ramp handling.
74
+
75
+ * **Inverse kinematics:** FABRIK and analytic two-joint solvers.
76
+
77
+ ## 🔊 Audio
78
+ A data-driven sound engine built on Wwise / FMOD concepts — without the opaque middleware banks.
79
+
80
+ * **The middleware feature set:** events, a mixer bus tree, RTPC parameters, voice stealing, mixer snapshots and ducking — all authored as serializable engine data.
81
+
82
+ * **Two entry points:** `AudioEmitter` puts a sound on an entity; `AudioEventTrigger` fires authored events in response to entity events.
83
+
84
+ * **Acoustic simulation (opt-in):** geometry-driven occlusion, transmission, propagation pathing and baked reverb probes. What Steam Audio is to FMOD/Wwise, this layer is to the sound engine.
85
+
86
+ * **Scale:** custom culling and attenuation support 1,000s of positional sources.
87
+
88
+ ## 🌐 Networking
89
+
90
+ * **Server-authoritative rollback:** client-side prediction and reconciliation over action-log replication and binary snapshots.
91
+
92
+ * **Pluggable transports:** WebRTC DataChannel, WebTransport, WebSocket and Node UDP — plus loopback and simulated transports for tests — with ack-based reliability, MTU fragmentation and per-peer scope filtering.
93
+
94
+ * **Diagnostics:** bandwidth metering, packet record/replay, cross-peer desync detection.
95
+
96
+ ## 🧠 Navigation & AI
97
+
98
+ * **Pathfinding:** A* grid search, and a navigation mesh with build-time obstacle carving and exact (Polyanya) any-angle queries.
99
+
100
+ * **Behavior trees and blackboards** for agent state.
101
+
102
+ * **Monte-Carlo tree search**, for decision logic that searches a game tree rather than following one.
103
+
104
+ * **Resource allocation solver:** plan optimal actions against limited resources (ammo, health, currency).
105
+
106
+ * **Spatial queries:** 2-wide and 8-wide BVH implementations for ray, box, frustum and point queries.
107
+
108
+ ## 🌱 Procedural Generation
109
+ `src/generation` is a rule-driven grid generator: cellular automata, layered grids with bitmask cell matchers, rule sets that place markers and spawn entities, filtering and placement passes, theme-driven selection. Generation is composable tasks over a shared `GridGenerationResource`, so building a world is a task graph rather than a script.
110
+
111
+ ## 📦 Assets & Codecs
112
+
113
+ * **Models:** glTF, including `KHR_meshopt_compression`. A model file expands into **entities** — `ShadedGeometry` on the nodes that draw — rather than living as a tree inside one component.
114
+
115
+ * **Images, decoded in-engine:** PNG (every bit depth and filter), JPEG, and AVIF — a from-scratch AV1 intra encoder and decoder in pure JavaScript with rate-distortion mode search, and no WebAssembly. `NativeImageDecoder` prefers the browser's own decoder where there is one and falls back to these.
116
+
117
+ * **Streaming:** web-first asset streaming. The engine runs before assets even load.
118
+
119
+ * **Serialization:** binary, with version upgrading.
120
+
121
+ ---
122
+
123
+ ## 🛠️ Tooling
124
+
125
+ * **In-app editor** (`editor/`), opt-in through `enableEditor(engine)`: entity inspection, gizmo tools, particle authoring, docked panels, layout persistence. It attaches to and detaches from a running `Engine`.
126
+
127
+ * **GPU profile capture:** hand the renderer a `GPUProfileSession` and it writes `.sgpt` captures — pass timings, frame graph structure, dispatch and draw counts. Writer and reader both ship, and the container is specified in [`SGPT_FORMAT.md`](src/shade/device/timing/profile/SGPT_FORMAT.md); a viewer is distributed separately. Nothing reaches the capture code unless you import it, so an application that never profiles does not carry it.
128
+
129
+ * **Software GPU device:** a validating software WebGPU implementation and a WGSL interpreter under `src/shade/device/mock/`, so your own shaders and pipelines can run on a machine with no GPU.
130
+
131
+ ---
132
+
133
+ ## 🔬 Shipping a build
134
+
135
+ The engine carries ~6,000 assertions. They throw while you develop, and [`@rollup/plugin-strip`](https://github.com/rollup/plugins/tree/master/packages/strip) takes them out of a production build — its defaults already cover `assert.*`:
136
+
137
+ ```js
138
+ // vite.config.js
139
+ import strip from '@rollup/plugin-strip';
140
+ export default defineConfig({
141
+ plugins: [{ ...strip(), apply: 'build' }]
142
+ });
143
+ ```
144
+
145
+ ---
146
+
147
+ ## Additional Features
148
+
149
+ | Category | Features |
150
+ |------------------|-------------------------------------------------------------------------------------------------------------------|
151
+ | Input | Touch, mouse, keyboard and gamepad behind one abstraction. Event-driven and query-based APIs |
152
+ | UI | Zero-garbage DOM view system. Optional; replaceable with React/Vue |
153
+ | Color Management | OKLab/OkHSV, CIELAB, HSV/HCL, PQ, YCbCr/YCoCg, illuminants, spectral integration, tone mapping and gamut clipping |
154
+ | NodeGraph | A building block for node-graph systems, such as shader editors and workflow engines |
155
+ | Achievements | Achievement system driven by expressions and blackboards |
156
+ | Localization | Per-locale string catalogues with template variables and `Intl` number formatting |
157
+ | Storage | Key-value `Storage` abstraction with IndexedDB and in-memory backends |
158
+
159
+ ---
160
+
161
+ ## License & Copyright
162
+ Copyright © 2026 Company Named Limited. All rights reserved.
163
+
164
+ **Free for small projects.** You can build and ship commercially at no cost for as long as a project stays under US$50,000 in funding and US$50,000 in revenue. Evaluating the engine and building internal prototypes are free whatever your funding. Paid tiers — Indie, Standard, and Enterprise — raise that ceiling for a one-time fee per project, and add 24 months of major-version coverage.
165
+
166
+ Short version: ship anything you like, just don't redistribute the source and don't build a competing engine.
167
+
168
+ See [LICENSE](LICENSE) for the terms covering this package, and the [pricing page](https://meep.company-named.com/pricing/) for the tier ladder.