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dimensional-engine

v0.3.0

Published

An easy-to-use (Entity Component System) JavaScript 3D game engine based on Three.js

Downloads

2

Readme

Dimensional Engine

NPM Package

JavaScript 3D engine

Developed by Nikolas Karinja

The aim was to create a simple yet capable 3D game engine. It is an Entity Component System based game engine, written in JavaScript, and has Three.js built in to it. You get all the functionalities of Three.js but with pipeline of a game engine. I will admit, it's "functionality" was based on my needs for creating my games.

Installation

npm

npm i --save dimensional-engine

Script

<script type='text/javascript' src='node_modules/dimensional-engine/build/dimensional-engine.var.js'></script>

Script (ES6 Module)

<script type='text/javascript' src='node_modules/dimensional-engine/build/dimensional-engine.esm.js'></script>

Keep in mind, the engine is built on ES6 and Node modules.

Usage

  • This version utilizes [email protected]
  • Allows for dynamic building and updating components.
  • Components can update either frame-based or interval-based (seperate and simultaneously).
  • Everything built with the engine gets stored in the engine, allowing for easy and automatic access.
  • Unless it is disabled, by pressing the F9 key, you can access many tools/interfaces for managing and viewing the data of your program or game.
  • Everything is designed to be built asynchronously, allowing for smooth error-less loading and creation.

Example

Here is program in which we create our custom component class, some entity assemblies, a basic scene and camera, a simple renderer, and tie that all together.

import * as Dimensional from 'dimensional-engine'

// Define engine constant

const ENGINE = new Dimensional.System()

// Some constants need for this program

const SETTINGS = {
    CAMERA_ZOOM_OUT_MULT: 0.5,
    CUBESIZE: 0.1,
    CUBEX: 9,
    CUBEY: 9,
    CUBEZ: 9,
    RAND_COLOR: Dimensional.Utils.Math.randomThreeColor(),
}

const BG_COLOR = new Dimensional.Three.Color( 
    SETTINGS.RAND_COLOR.r / 8, 
    SETTINGS.RAND_COLOR.g / 8, 
    SETTINGS.RAND_COLOR.b / 8 
)

const CUBE_GEOMETRY = new Dimensional.Three.IcosahedronGeometry( SETTINGS.CUBESIZE, 0 )
const MATERIAL_NORMAL = new Dimensional.Three.MeshNormalMaterial()
const MATERIAL_COLORED = new Dimensional.Three.MeshPhongMaterial( { color: SETTINGS.RAND_COLOR } )
const TESTING = false

/**
 * Here we create our custom component. It will be a 9*9*9 grid of 
 * icosahedron-shaped meshes, giving us 729 draw calls per frame. Most modern
 * low-end computers allow for this amount of draw calls before dipping below 60 FPS.
 */

class MeshBoxComponent extends ENGINE.ECS.Component {

    constructor ( proxy, material, scene ) {

        super( proxy )

        this.Group = new Dimensional.Three.Group()
        this.Material = material
        this.Position = new Dimensional.Three.Vector3()

        this.Range = new Dimensional.Three.Vector3(
            Dimensional.Utils.Math.random( 2, 4 ),
            Dimensional.Utils.Math.random( 2, 4 ),
            Dimensional.Utils.Math.random( 2, 4 )
        )

        this.Scene = scene

    }

    async onBuild () {

        for ( 
            let z = -SETTINGS.CUBEZ * SETTINGS.CUBESIZE; 
            z < SETTINGS.CUBEZ * SETTINGS.CUBESIZE; 
            z += SETTINGS.CUBESIZE * 2 
        ) {

            for ( 
                let y = -SETTINGS.CUBEY * SETTINGS.CUBESIZE; 
                y < SETTINGS.CUBEY * SETTINGS.CUBESIZE; 
                y += SETTINGS.CUBESIZE * 2 ) {

                for ( 
                    let x = -SETTINGS.CUBEX * SETTINGS.CUBESIZE; 
                    x < SETTINGS.CUBEX * SETTINGS.CUBESIZE; 
                    x += SETTINGS.CUBESIZE * 2 
                ) {

                    this.Position.set( x, y, z )

                    await ENGINE.Managers.ECS.assemble( 'Cube', this.Position, this.Material, this.Group )

                }

            }

        }

        this.Scene.add( this.Group )

    }

    async onRemoval () {

        this.Scene.remove( this.Group )

    }

    onAnimUpdate ( dT, eT ) {

        this.Group.scale.setScalar( Dimensional.Utils.Math.bob( eT, 4, 0 ) )

    }

    onUpdate ( dT, eT ) {

        this.Group.rotation.x += dT / this.Range.x 
        this.Group.rotation.z += dT / this.Range.z

    }

}

MeshBoxComponent.prototype.$name = 'MeshBox'

// Create assemblies

ENGINE.Managers.ECS.createAssembly( 'Camera', async ( e, params ) => {

    e.setName( 'Camera' )
    await e.addComponent( ENGINE.ECS.CameraComponent, params )

} )

ENGINE.Managers.ECS.createAssembly( 'Cube', async ( e, posVec, material, parent ) => {

    await e.addComponent( ENGINE.ECS.MeshComponent, CUBE_GEOMETRY, material )
    await e.addComponent( ENGINE.ECS.RandomRotateMeshComponent, 5 )

    const MESH_COMP = e.getComponent( 'Mesh' )
    MESH_COMP.Mesh.position.copy( posVec )
    MESH_COMP.addTo( parent )

} )

ENGINE.Managers.ECS.createAssembly( 'Light', async ( e, params ) => {

    e.setName( 'Light' )
    await e.addComponent( ENGINE.ECS.DirectionalLightComponent, params )

} )

ENGINE.Managers.ECS.createAssembly( 'Mesh Box', async ( e, material, scene ) => {

    e.setName( 'Mesh Box' )
    await e.addComponent( MeshBoxComponent, material, scene )

} )

// Build engine start method

ENGINE.onStart = async () => {

    // Build scenes

    const SCENE1 = await ENGINE.Managers.Scene.buildScene( 'Main', { 
        background: BG_COLOR
    } )

    const SCENE2 = await ENGINE.Managers.Scene.buildScene( 'Colored', { 
        background: BG_COLOR
    } )

    // Assemble entities

    await ENGINE.Managers.ECS.assemble( 'Camera', {
        position: new Dimensional.Three.Vector3( 0, SETTINGS.CUBEY * SETTINGS.CAMERA_ZOOM_OUT_MULT * 10, 0 )
    } )

    const CAMERA = await ENGINE.Managers.ECS.assemble( 'Camera', {
        position: new Dimensional.Three.Vector3(
            SETTINGS.CUBEX * SETTINGS.CAMERA_ZOOM_OUT_MULT, 
            SETTINGS.CUBEY * SETTINGS.CAMERA_ZOOM_OUT_MULT,
            SETTINGS.CUBEZ * SETTINGS.CAMERA_ZOOM_OUT_MULT 
        )
    } )

    await ENGINE.Managers.ECS.assemble( 'Mesh Box', MATERIAL_NORMAL, SCENE1 )
    await ENGINE.Managers.ECS.assemble( 'Mesh Box', MATERIAL_COLORED, SCENE2 )

    await ENGINE.Managers.ECS.assemble( 'Light', {
        parent: SCENE2,
        position: new Dimensional.Three.Vector3( 100, 100, 100 ),
    } )

    // Build renderer and activate it

    await ENGINE.Managers.Renderer.buildRenderer( 'Main', SCENE2, CAMERA.call( 'Camera', 'getCamera' ) )
    await ENGINE.Managers.Renderer.Renderers.activate( 'Main' )

    ENGINE.Tools.RendererInterface.selectCamera( 'Camera#2' )
    ENGINE.Tools.RendererInterface.selectScene( 'Colored' )

    /**
     * Here I made an interval where every 3 seconds, the animUpdateInterval will
     * be halved, starting at 60, for 12 seconds. Once the interval is complete,
     * it will start the interval all over again, as it usually does. This will
     * only start if the TESTING constant is <true>. This will begin after 12 seconds.
     * 
     * Pressing <Key F9> will allow you to see the change in the Renderer Tool panel.
     */

    if ( TESTING ) {

        setInterval ( () => {

            ENGINE.Settings.animUpdateInterval = 60
    
            setTimeout( () => ENGINE.Settings.animUpdateInterval = 30, 3000 )
            setTimeout( () => ENGINE.Settings.animUpdateInterval = 15, 6000 )
            setTimeout( () => ENGINE.Settings.animUpdateInterval = 7, 9000 )
    
        }, 12000 )

    }

}

// Start engine

ENGINE.start()