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1783 lines (1783 loc) · 60.8 KB
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{
"application-scenes": [
{
"slug": "camera-and-view",
"path": "application-scenes/camera-and-view.js",
"language": "typescript",
"title": "Camera and View",
"description": "Pan and zoom the Camera by dragging and scrolling; observe world and screen coordinates update live.",
"backend": "core",
"tags": [
"camera",
"view",
"scene"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "camera-basic",
"path": "application-scenes/camera-basic.js",
"language": "typescript",
"title": "Camera Basic",
"description": "High-level Camera facade: the camera follows the pointer, the mouse wheel zooms, the world slowly rotates, and a HUD bar is drawn in screen space through a per-render view override.",
"backend": "core",
"tags": [
"camera",
"view",
"pointer"
],
"capabilities": [
"pointer"
]
},
{
"slug": "hud-overlay-scene",
"path": "application-scenes/hud-overlay-scene.js",
"language": "typescript",
"title": "Hud Overlay Scene",
"description": "Build a screen-fixed HUD on scene.ui — a Label and a live ProgressBar auto-rendered above the world, with no separate scene or stack.",
"backend": "core",
"tags": [
"hud",
"overlay",
"scene",
"camera"
]
},
{
"slug": "multi-view-split-screen",
"path": "application-scenes/multi-view-split-screen.js",
"language": "typescript",
"title": "Multi View Split Screen",
"description": "Render two independent camera views side-by-side on a single canvas using viewport scissors.",
"backend": "core",
"tags": [
"camera",
"view",
"scene",
"rendering"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "multiple-scenes",
"path": "application-scenes/multiple-scenes.js",
"language": "typescript",
"title": "Multiple Scenes",
"description": "Switch between two active Scenes using keyboard shortcuts. Demonstrates addScene, removeScene, and scene priority.",
"backend": "core",
"tags": [
"scene",
"scenes"
],
"capabilities": [
"pointer",
"keyboard"
]
},
{
"slug": "pause-and-resume",
"path": "application-scenes/pause-and-resume.js",
"language": "typescript",
"title": "Pause and Resume",
"description": "Pause and resume the game loop by pressing Space — freeze updates without stopping the renderer or audio.",
"backend": "core",
"tags": [
"scene",
"pause"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "picture-in-picture",
"path": "application-scenes/picture-in-picture.js",
"language": "typescript",
"title": "Picture in Picture",
"description": "Embed a secondary scene view inside the main view — classic minimap or security-camera picture-in-picture layout.",
"backend": "core",
"tags": [
"camera",
"scene",
"rendering"
]
},
{
"slug": "scene-lifecycle",
"path": "application-scenes/scene-lifecycle.js",
"language": "typescript",
"title": "Scene Lifecycle",
"description": "Observe the full Scene lifecycle: onLoad, onActivate, onUpdate, onDeactivate, and onUnload through a simple counter display.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"scene"
]
},
{
"slug": "world-vs-screen-coords",
"path": "application-scenes/world-vs-screen-coords.js",
"language": "typescript",
"title": "World Vs Screen Coords",
"description": "Convert pointer positions between world space and screen space as the camera pans and zooms.",
"backend": "core",
"tags": [
"camera",
"scene",
"pointer"
],
"capabilities": [
"pointer"
]
}
],
"audio-basics": [
{
"slug": "audio-buses",
"path": "audio-basics/audio-buses.js",
"language": "typescript",
"title": "Audio Buses",
"description": "Route sounds through named buses (music, sfx, master) and control volume per bus with sliders.",
"backend": "core",
"tags": [
"audio",
"buses"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "crossfade-tracks",
"path": "audio-basics/crossfade-tracks.js",
"language": "typescript",
"title": "Crossfade Tracks",
"description": "Crossfade between two audio tracks by fading out one bus and fading in another over a configurable duration.",
"backend": "core",
"tags": [
"audio",
"crossfade"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "music-loop",
"path": "audio-basics/music-loop.js",
"language": "typescript",
"title": "Music Loop",
"description": "Play a seamlessly looping music track with live controls for volume, playback rate, and looping.",
"backend": "core",
"tags": [
"audio",
"music"
],
"capabilities": [
"audio"
]
},
{
"slug": "play-sound",
"path": "audio-basics/play-sound.js",
"language": "typescript",
"title": "Play Sound",
"description": "Load a Sound asset and play it on a pointer tap — covers the required user-gesture unlock and basic volume control.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"audio",
"sound"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "random-pitch-pool",
"path": "audio-basics/random-pitch-pool.js",
"language": "typescript",
"title": "Random Pitch Pool",
"description": "Play the same sound with randomised pitch on each keypress to add variation to repeated sound effects.",
"backend": "core",
"tags": [
"audio",
"sound",
"pool"
],
"capabilities": [
"keyboard",
"audio"
]
},
{
"slug": "sound-pool",
"path": "audio-basics/sound-pool.js",
"language": "typescript",
"title": "Sound Pool",
"description": "Manage a fixed pool of audio instances so overlapping sounds play without clipping or stacking.",
"backend": "core",
"tags": [
"audio",
"sound",
"pool"
],
"capabilities": [
"keyboard",
"audio"
]
}
],
"audio-fx": [
{
"slug": "compressor",
"path": "audio-fx/compressor.js",
"language": "typescript",
"title": "Compressor",
"description": "Apply a dynamic compressor to even out loud and quiet audio signals. Adjust threshold, ratio, attack, and release live.",
"backend": "core",
"tags": [
"audio",
"fx",
"compressor"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "ducking",
"path": "audio-fx/ducking.js",
"language": "typescript",
"title": "Ducking",
"description": "Automatically lower music volume when a sound effect plays — classic game audio ducking via the DuckingFilter.",
"backend": "core",
"tags": [
"audio",
"fx",
"ducking"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "reverb-and-delay",
"path": "audio-fx/reverb-and-delay.js",
"language": "typescript",
"title": "Reverb and Delay",
"description": "Chain a reverb and a delay effect on an audio bus; tweak wet/dry, decay, and feedback live.",
"backend": "core",
"tags": [
"audio",
"fx",
"reverb",
"delay"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "vocoder",
"path": "audio-fx/vocoder.js",
"language": "typescript",
"title": "Vocoder",
"description": "Vocode a spoken voice phrase with a synth carrier to produce the classic robot-voice effect — pick a phrase and click to speak.",
"backend": "core",
"tags": [
"audio",
"fx",
"vocoder"
],
"capabilities": [
"pointer",
"audio"
]
}
],
"beat-detection": [
{
"slug": "beat-sync-pulse",
"path": "beat-detection/beat-sync-pulse.js",
"language": "typescript",
"title": "Beat Sync Pulse",
"description": "Flash a circle in sync with detected beats. BeatDetector fires a callback each time onset energy crosses the threshold.",
"backend": "core",
"tags": [
"audio",
"beat",
"reactive"
],
"capabilities": [
"audio"
]
},
{
"slug": "frequency-bands",
"path": "beat-detection/frequency-bands.js",
"language": "typescript",
"title": "Frequency Bands",
"description": "Drive animated bars from AudioAnalyser frequency data after a user gesture — sub-bass to brilliance, eight bands.",
"backend": "core",
"tags": [
"audio",
"reactive",
"visualiser"
],
"capabilities": [
"audio"
]
},
{
"slug": "tempo-tracking",
"path": "beat-detection/tempo-tracking.js",
"language": "typescript",
"title": "Tempo Tracking",
"description": "Estimate live BPM from an audio stream and display the running tempo estimate alongside raw onset energy.",
"backend": "core",
"tags": [
"audio",
"beat",
"reactive"
],
"capabilities": [
"audio"
]
}
],
"custom-renderers": [
{
"slug": "custom-render-pass",
"path": "custom-renderers/custom-render-pass.js",
"language": "typescript",
"title": "Custom Render Pass",
"description": "Compose a RenderPipeline that slots a CallbackRenderPass with procedural geometry between two scene nodes.",
"backend": "advanced",
"tags": [
"rendering",
"advanced",
"custom"
]
},
{
"slug": "custom-triangle-renderer",
"path": "custom-renderers/custom-triangle-renderer.js",
"language": "typescript",
"title": "Custom Triangle Renderer",
"description": "Write raw WGSL and wire a custom WebGPU pipeline alongside the built-in renderer — a minimal custom-renderer skeleton.",
"backend": "advanced",
"tags": [
"rendering",
"advanced",
"custom",
"webgpu"
],
"capabilities": [
"webgpu"
]
}
],
"debug-layer": [
{
"slug": "asset-browser",
"path": "debug-layer/asset-browser.js",
"language": "typescript",
"title": "Asset Browser",
"description": "Interactive browser for the injected globalThis.assets catalog — inspect textures, sprites, audio, SVG, fonts, video, and input-prompt sheets with per-type previews.",
"backend": "core",
"tags": [
"asset",
"browser",
"debug"
],
"capabilities": [
"pointer",
"audio"
]
},
{
"slug": "bounding-boxes",
"path": "debug-layer/bounding-boxes.js",
"language": "typescript",
"title": "Bounding Boxes",
"description": "Overlay axis-aligned bounding boxes on every rendered node to debug layout, culling, and hit-test regions.",
"backend": "core",
"tags": [
"debug",
"rendering"
]
},
{
"slug": "performance-overlay",
"path": "debug-layer/performance-overlay.js",
"language": "typescript",
"title": "Performance Overlay",
"description": "Enable the built-in debug overlay to monitor FPS, draw calls, sprite count, and GPU memory inside your scene.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"debug",
"performance"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "pointer-and-hittest",
"path": "debug-layer/pointer-and-hittest.js",
"language": "typescript",
"title": "Pointer and Hittest",
"description": "Visualise pointer hit-test regions and see which node receives each event — useful for debugging interactive areas.",
"backend": "core",
"tags": [
"debug",
"pointer",
"input"
]
},
{
"slug": "signal-bus-inspector",
"path": "debug-layer/signal-bus-inspector.js",
"language": "typescript",
"title": "Signal Bus Inspector",
"description": "List all active Signals on the SignalBus, inspect current values, and monitor subscriber counts in the debug layer.",
"backend": "core",
"tags": [
"debug"
]
}
],
"filters": [
{
"slug": "blur-filter",
"path": "filters/blur-filter.js",
"language": "typescript",
"title": "Blur Filter",
"description": "Apply a configurable Gaussian blur filter to a Sprite; drag a slider to adjust the radius live.",
"backend": "core",
"tags": [
"fx",
"blur",
"filter"
]
},
{
"slug": "chromatic-aberration",
"path": "filters/chromatic-aberration.js",
"language": "typescript",
"title": "Chromatic Aberration",
"description": "Offset RGB channels by different amounts to simulate lens chromatic aberration — drag the pointer to control intensity.",
"backend": "core",
"tags": [
"fx",
"filter",
"shader"
]
},
{
"slug": "color-filter",
"path": "filters/color-filter.js",
"language": "typescript",
"title": "Color Filter",
"description": "Tint, desaturate, invert, and adjust the brightness of a sprite; cycle through the presets from the control panel.",
"backend": "core",
"tags": [
"fx",
"color",
"filter"
]
},
{
"slug": "crt-scanlines",
"path": "filters/crt-scanlines.js",
"language": "typescript",
"title": "Crt Scanlines",
"description": "Overlay a CRT scanline pattern via a custom fragment shader filter — classic retro screen post-processing.",
"backend": "core",
"tags": [
"fx",
"filter",
"shader"
]
},
{
"slug": "custom-fragment-shader",
"path": "filters/custom-fragment-shader.js",
"language": "typescript",
"title": "Custom Fragment Shader",
"description": "Write a GLSL/WGSL fragment shader and wire it as a Filter on a sprite — shows the minimal filter authoring API.",
"backend": "core",
"tags": [
"fx",
"filter",
"shader",
"advanced"
]
},
{
"slug": "filter-stack",
"path": "filters/filter-stack.js",
"language": "typescript",
"title": "Filter Stack",
"description": "Chain multiple filters on a single sprite and toggle each layer independently to see how they compose.",
"backend": "core",
"tags": [
"fx",
"filter"
]
},
{
"slug": "metaballs",
"path": "filters/metaballs.js",
"language": "typescript",
"title": "Metaballs",
"description": "Render organic metaball blobs using a threshold-based signed-distance shader filter applied to moving circles.",
"backend": "core",
"tags": [
"fx",
"filter",
"shader"
]
},
{
"slug": "noise-vignette",
"path": "filters/noise-vignette.js",
"language": "typescript",
"title": "Noise Vignette",
"description": "Combine animated film grain and a radial vignette in a single pass filter — common cinematic post-processing.",
"backend": "core",
"tags": [
"fx",
"filter",
"shader"
]
},
{
"slug": "palette-cycling",
"path": "filters/palette-cycling.js",
"language": "typescript",
"title": "Palette Cycling",
"description": "Animate a 1D LUT each frame to recolour a sprite — classic indexed-colour palette-cycling effect (DOS-demo style).",
"backend": "core",
"tags": [
"lut",
"palette",
"color"
]
}
],
"geometry-graphics": [
{
"slug": "graphics-primitives",
"path": "geometry-graphics/graphics-primitives.js",
"language": "typescript",
"title": "Graphics Primitives",
"description": "Draw filled and stroked rectangles, circles, polygons, and Bézier curves with the Graphics API.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"graphics",
"rendering"
],
"capabilities": [
"webgpu"
]
},
{
"slug": "graphics-gradient",
"path": "geometry-graphics/graphics-gradient.js",
"language": "typescript",
"title": "Graphics Gradient",
"description": "Paint Graphics shapes with gradients through the fillStyle / strokeStyle API: a linear-gradient rectangle, a radial-gradient circle, a radial-gradient stroked ring, and a spinning linear-gradient star.",
"backend": "core",
"tags": [
"graphics",
"gradient",
"fillStyle",
"strokeStyle"
]
},
{
"slug": "gradient",
"path": "geometry-graphics/gradient.js",
"language": "typescript",
"title": "Gradient",
"description": "Use a Gradient Drawable to fill a rectangle with a smooth linear or radial colour gradient.",
"backend": "core",
"tags": [
"graphics",
"gradient",
"rendering"
]
},
{
"slug": "infinite-grid",
"path": "geometry-graphics/infinite-grid.js",
"language": "typescript",
"title": "Infinite Grid",
"description": "Render an infinite scrolling grid in screen space as a debug aid for level editors and world-space tools.",
"backend": "core",
"tags": [
"graphics",
"rendering",
"debug"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "mesh-deformed-grid",
"path": "geometry-graphics/mesh-deformed-grid.js",
"language": "typescript",
"title": "Mesh Deformed Grid",
"description": "Animate vertex positions on a Mesh grid to produce wave and ripple deformation effects.",
"backend": "core",
"tags": [
"mesh",
"graphics",
"rendering"
]
},
{
"slug": "mesh-textured-quad",
"path": "geometry-graphics/mesh-textured-quad.js",
"language": "typescript",
"title": "Mesh Textured Quad",
"description": "Map a texture onto a custom Mesh quad and control UV coordinates per vertex.",
"backend": "core",
"tags": [
"mesh",
"graphics",
"rendering"
]
},
{
"slug": "mesh-triangle",
"path": "geometry-graphics/mesh-triangle.js",
"language": "typescript",
"title": "Mesh Triangle",
"description": "Render a single vertex-coloured triangle with a custom Mesh — the minimal GPU geometry example.",
"backend": "core",
"tags": [
"mesh",
"graphics",
"rendering"
]
}
],
"getting-started": [
{
"slug": "game-loop",
"path": "getting-started/game-loop.js",
"language": "typescript",
"title": "Game Loop",
"description": "Run a single Scene with a fixed-step update loop, draw a spinning rectangle, and observe how tick and deltaTime drive motion.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"game",
"loop",
"scene"
]
},
{
"slug": "hello-world",
"path": "getting-started/hello-world.js",
"language": "typescript",
"title": "Hello World",
"description": "Create an Application, attach a Scene, draw a Graphics shape, and see the first render cycle — the minimal ExoJS starting point.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"scene",
"graphics",
"rendering"
]
},
{
"slug": "resize-and-dpr",
"path": "getting-started/resize-and-dpr.js",
"language": "typescript",
"title": "Resize and DPR",
"description": "Handle window resizes and device pixel ratio changes so the canvas stays sharp on high-DPI screens without stretching.",
"backend": "core",
"level": "intro",
"tags": [
"resize",
"dpr",
"responsive"
]
}
],
"input": [
{
"slug": "action-mapping",
"path": "input/action-mapping.js",
"language": "typescript",
"title": "Action Mapping",
"description": "Map multiple physical inputs (keyboard keys + gamepad buttons) to named actions and read them identically in the update loop.",
"backend": "core",
"tags": [
"input",
"keyboard",
"gamepad"
],
"capabilities": [
"keyboard",
"gamepad"
]
},
{
"slug": "gamepad",
"path": "input/gamepad.js",
"language": "typescript",
"title": "Gamepad",
"description": "Read axes and buttons from a connected gamepad — plug in a controller and drive a circle around the canvas.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"input",
"gamepad"
],
"capabilities": [
"gamepad"
]
},
{
"slug": "key-rebinding",
"path": "input/key-rebinding.js",
"language": "typescript",
"title": "Key Rebinding",
"description": "Let players reassign key bindings at runtime and persist the new mapping through a serialisable InputProfile.",
"backend": "core",
"tags": [
"input",
"keyboard"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "keyboard",
"path": "input/keyboard.js",
"language": "typescript",
"title": "Keyboard",
"description": "Read key state per-frame and on-event with the Keyboard API. Move a square using the arrow keys.",
"backend": "core",
"featured": true,
"level": "intro",
"tags": [
"input",
"keyboard"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "mouse-and-pointer",
"path": "input/mouse-and-pointer.js",
"language": "typescript",
"title": "Mouse and Pointer",
"description": "Track pointer position, button state, and movement delta; fire discrete click and drag events.",
"backend": "core",
"tags": [
"input",
"pointer",
"mouse"
],
"capabilities": [
"pointer"
]
},
{
"slug": "multi-gamepad",
"path": "input/multi-gamepad.js",
"language": "typescript",
"title": "Multi Gamepad",
"description": "Handle multiple connected gamepads simultaneously — each controller drives its own coloured square.",
"backend": "core",
"tags": [
"input",
"gamepad"
],
"capabilities": [
"gamepad"
]
},
{
"slug": "multitouch",
"path": "input/multitouch.js",
"language": "typescript",
"title": "Multitouch",
"description": "Track up to ten simultaneous touch points and render each finger as a labelled circle.",
"backend": "core",
"tags": [
"input",
"touch",
"pointer"
],
"capabilities": [
"pointer",
"touch"
]
},
{
"slug": "pointer-to-world",
"path": "input/pointer-to-world.js",
"language": "typescript",
"title": "Pointer to World",
"description": "Convert screen-space pointer coordinates to world-space positions as the camera pans and zooms.",
"backend": "core",
"tags": [
"input",
"pointer",
"camera"
],
"capabilities": [
"pointer"
]
}
],
"particles": [
{
"slug": "bonfire",
"path": "particles/bonfire.js",
"language": "typescript",
"title": "Bonfire",
"description": "Simulate a campfire with an emitter that varies particle colour, lifetime, and velocity over the flame shape.",
"backend": "core",
"tags": [
"particles"
]
},
{
"slug": "cursor-attractor-particles",
"path": "particles/cursor-attractor-particles.js",
"language": "typescript",
"title": "Cursor Attractor Particles",
"description": "Attract and repel particles toward the pointer position using a custom force field on the particle emitter.",
"backend": "core",
"tags": [
"particles",
"pointer"
],
"capabilities": [
"pointer"
]
},
{
"slug": "custom-wgsl-module",
"path": "particles/custom-wgsl-module.js",
"language": "typescript",
"title": "Custom Wgsl Module",
"description": "Supply a custom WGSL compute module to the GPU particle system to implement non-standard particle behaviour.",
"backend": "core",
"tags": [
"particles",
"advanced",
"webgpu"
]
},
{
"slug": "emitter-basics",
"path": "particles/emitter-basics.js",
"language": "typescript",
"title": "Emitter Basics",
"description": "Configure a particle emitter — set rate, lifetime, start/end size, colour gradient, and velocity spread.",
"backend": "core",
"tags": [
"particles"
]
},
{
"slug": "fireworks",
"path": "particles/fireworks.js",
"language": "typescript",
"title": "Fireworks",
"description": "Click to launch a firework rocket that bursts into a radial particle shower at its apex.",
"backend": "core",
"tags": [
"particles",
"pointer"
],
"capabilities": [
"pointer"
]
},
{
"slug": "gpu-particles",
"path": "particles/gpu-particles.js",
"language": "typescript",
"title": "Gpu Particles",
"description": "Run hundreds of thousands of particles on the GPU via WebGPU compute shaders, with a smaller CPU-simulated budget on WebGL2 — the live count shows the active backend.",
"backend": "core",
"tags": [
"particles",
"webgpu",
"performance"
]
}
],
"performance": [
{
"slug": "backend-comparison",
"path": "performance/backend-comparison.js",
"language": "typescript",
"title": "Backend Comparison",
"description": "Switch between WebGPU and WebGL2 backends at runtime and compare frame times for the same scene.",
"backend": "core",
"tags": [
"performance",
"webgpu",
"rendering"
],
"capabilities": [
"keyboard"
]
},
{
"slug": "multi-texture-stress",
"path": "performance/multi-texture-stress.js",
"language": "typescript",
"title": "Multi Texture Stress",
"description": "Render sprites from many different textures simultaneously to stress-test texture-atlas batching.",
"backend": "core",
"tags": [
"performance",
"rendering"
],
"capabilities": [
"webgpu"
]
},
{
"slug": "particle-stress",
"path": "performance/particle-stress.js",
"language": "typescript",
"title": "Particle Stress",
"description": "Push the GPU particle system to its limits — ramp up particle count until frame time degrades.",
"backend": "core",
"tags": [
"performance",
"particles",
"webgpu"
],
"capabilities": [
"webgpu"
]
},
{
"slug": "sprite-stress",
"path": "performance/sprite-stress.js",
"language": "typescript",
"title": "Sprite Stress",
"description": "Render thousands of sprites to measure raw throughput; compare WebGPU and WebGL2 backends at high counts.",
"backend": "core",
"featured": true,
"level": "intermediate",