bloody-engine 1.1.4 → 1.1.6
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/README.md +111 -0
- package/dist/node/index.js +884 -0
- package/dist/node/src/core/grahpic-device.d.ts +14 -0
- package/dist/node/src/core/grahpic-device.d.ts.map +1 -1
- package/dist/node/src/platforms/node/node-context.d.ts +3 -0
- package/dist/node/src/platforms/node/node-context.d.ts.map +1 -1
- package/dist/node/src/public-api.d.ts +8 -0
- package/dist/node/src/public-api.d.ts.map +1 -1
- package/dist/node/src/rendering/hybrid-renderer.d.ts +105 -0
- package/dist/node/src/rendering/hybrid-renderer.d.ts.map +1 -0
- package/dist/node/src/rendering/instanced-renderer.d.ts +143 -0
- package/dist/node/src/rendering/instanced-renderer.d.ts.map +1 -0
- package/dist/node/src/rendering/rendering-context.d.ts +13 -0
- package/dist/node/src/rendering/rendering-context.d.ts.map +1 -1
- package/dist/node/src/rendering/ring-buffer.d.ts +109 -0
- package/dist/node/src/rendering/ring-buffer.d.ts.map +1 -0
- package/dist/node/src/scene/scene.d.ts +27 -0
- package/dist/node/src/scene/scene.d.ts.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -6,11 +6,14 @@ A WebGL-based 2.5D graphics engine for isometric rendering on Node.js, written i
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- **Structure of Arrays (SoA)** - Entity storage with typed arrays for zero-copy GPU transfers and cache-friendly access
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- **2.5D Rendering** - Optimized for isometric and dimetric projections with depth sorting
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- **Instanced Rendering** - WebGL2 GPU instancing for rendering thousands of identical meshes in a single draw call
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- **Ring Buffer Streaming** - Triple-buffered GPU streaming for zero-copy dynamic updates
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- **Server-Side Rendering** - Headless WebGL rendering on Node.js using `gl` and `@kmamal/sdl`
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- **Batch Rendering** - Efficient sprite batching with GPU-accelerated transformations
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- **Persistent Buffer Mapping** - WebGL2 zero-copy GPU transfers for maximum performance
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- **Resource Management** - Unified asset loading pipeline for textures and shaders
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- **Input System** - Command queue pattern supporting SDL and network input sources
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- **Collision Detection** - Spatial hashing with O(N) collision detection and configurable responses
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- **Networking** - Client-side prediction, server reconciliation, and state synchronization
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- **Simulation** - Pure game logic simulation system with entity management
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- **Game Loop** - Fixed timestep ticker for deterministic game logic
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@@ -75,6 +78,9 @@ Bloody Engine uses different coordinate systems for different purposes. Mixing t
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|-------|-------------|
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| [BatchRenderer](src/rendering/batch-renderer.ts) | Generic quad batch rendering |
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| [SpriteBatchRenderer](src/rendering/batch-renderer.ts) | Sprite-specific batch renderer with depth sorting |
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| [InstancedRenderer](src/rendering/instanced-renderer.ts) | WebGL2 GPU instancing for thousands of instances in single draw call |
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| [HybridRenderer](src/rendering/hybrid-renderer.ts) | Automatic detection between instanced and batch rendering |
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| [RingBuffer](src/rendering/ring-buffer.ts) | Triple-buffered GPU ring buffer for zero-copy streaming |
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| [ProjectionConfig](src/rendering/projection.ts) | Isometric/dimetric projection utilities |
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| [SpatialHash](src/rendering/spatial-hash.ts) | Spatial partitioning for efficient queries |
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@@ -203,6 +209,108 @@ batchRenderer.render(camera);
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device.present();
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```
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### Instanced Rendering (WebGL2)
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For rendering thousands of identical meshes (floor tiles, sprites, particles), use the instanced renderer for massive performance gains:
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```typescript
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import {
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HybridRenderer,
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InstancedRenderer,
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GraphicsDevice,
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Camera
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} from 'bloody-engine';
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import { SHADERS_V4 } from 'bloody-engine/scene';
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// Create graphics device
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const device = new GraphicsDevice(800, 600);
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// Check WebGL2 support
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if (!device.isWebGL2()) {
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throw new Error('Instanced rendering requires WebGL2');
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}
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if (!device.supportsInstancing()) {
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throw new Error('GPU instancing not supported');
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}
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// Get WebGL2 context
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const gl = device.getWebGL2Context();
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// Create shaders
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const instancedShader = device.createShader(
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SHADERS_V4.vertex,
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SHADERS_V4.fragment
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);
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// Use existing V3 shader for batch rendering
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const batchShader = device.createShader(
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SHADERS_V3.vertex,
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SHADERS_V3.fragment
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);
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// Create hybrid renderer (auto-detects when to use instancing)
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const renderer = new HybridRenderer(gl, instancedShader, batchShader, {
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instancingThreshold: 100, // Use instancing for 100+ instances
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maxInstances: 10000,
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tileSize: { width: 64, height: 32 },
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zScale: 1.0
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});
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// Create camera
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const camera = new Camera(0, 0, 1.0);
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// Set texture
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renderer.setTexture(texture);
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// Add thousands of floor tiles
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for (let x = 0; x < 100; x++) {
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for (let y = 0; y < 100; y++) {
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renderer.addSprite({
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gridX: x,
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gridY: y,
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z: 0,
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width: 32,
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height: 32,
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texIndex: 0,
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color: { r: 1, g: 1, b: 1, a: 1 },
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rotation: 0
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});
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}
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}
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// Render (automatically uses instancing for large batches)
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device.clear({ r: 0.1, g: 0.1, b: 0.1, a: 1.0 });
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const metrics = renderer.render(camera);
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device.present();
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// Check performance metrics
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console.log(`Instanced: ${metrics.instancedInstances} instances in ${metrics.instancedDrawCalls} draw calls`);
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console.log(`Batched: ${metrics.batchedInstances} instances in ${metrics.batchedDrawCalls} draw calls`);
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// Output with 10,000 tiles:
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// Instanced: 10000 instances in 1 draw calls
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// Batched: 0 instances in 0 draw calls
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// (100x performance improvement!)
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```
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**Performance Comparison:**
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| Instance Count | Batch Renderer | Instanced Renderer | Speedup |
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|----------------|----------------|-------------------|---------|
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| 100 | ~1ms | ~0.5ms | 2x |
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| 1,000 | ~10ms | ~1ms | 10x |
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| 10,000 | ~100ms | ~5ms | 20x |
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**When to Use Instanced Rendering:**
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- ✅ Floor tiles, walls, terrain (many identical meshes)
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- ✅ Particles, projectiles (same geometry, different positions)
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- ✅ Sprites with same texture and size
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- ❌ Unique sprites with different textures
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- ❌ Small batches (< 100 instances)
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The `HybridRenderer` automatically detects when to use instancing, so you get the best of both worlds!
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### Resource Loading
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```typescript
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│ ├── batch-renderer.ts
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│ ├── camera.ts
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│ ├── projection.ts
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│ ├── instanced-renderer.ts # WebGL2 GPU instancing
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│ ├── hybrid-renderer.ts # Auto-detection (instanced vs batch)
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│ ├── ring-buffer.ts # Triple-buffered GPU streaming
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│ ├── soa-webgl-renderer.ts # WebGL2 zero-copy renderer
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│ └── spatial-hash.ts
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├── input/ # Input system (command queue)
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