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@woosh/meep-engine
Advanced tools
We offer a minimal project with no bells or whistles, just enough to run the engine and get you starter. If you're starting from scratch this is likely the best option.
To help get you started, various samples are provided under /samples
folder. Feel free to use them as a point of reference.
Meep is covered by 2,801 handwritten unit tests, reaching 90%+ coverage in core
and 40%+ coverage total.
The aim is to ensure quality. As a result, the tests are written to cover complex code first and to exhaustively validate critical algorithms. Most of the test code is significantly larger than the code that is being tested.
Meep is covered by 3,162 asserts. Assertions provide very extensive pre- and post-condition checks throughout the engine.
Asserts are intended primarily for development builds.
To remove asserts in Vite builds, you can use @rollup/plugin-strip
package like so:
import strip from '@rollup/plugin-strip';
import { defineConfig } from 'vite';
export default defineConfig({
plugins: [{
// this will remove all assert statements from the production build
...strip(),
apply: 'build'
}],
// ... the rest of the config ...
});
Assertion package can be found under /src/core/assert.js
.
Meep is infinitely tree-shakable, you only package what you use.
Meep is distributed as a fine-grained set of ~3,000 modules, with an average module being ~70 lines of code. If you use meep in your project, you add as much or as little to your overall bundle size as you want.
For example, if you include core/math/lerp
function, you only add 4 lines of code to your project.
Some say that JavaScript is not a viable choice when performance is a factor. I disagree. Meep aims to strike a balance between performance and comfort. That said, meep is performance-first engine. Various API wrappers are offered for convenience, but you're always welcome to drop down to low-level API. Meep is written to generate close to 0 garbage and where that would be otherwise impossible - Meep implements custom memory management to make it possible. The engine is built to handle millions of objects at the same time on even low-spec mobile hardware.
InputController
componentThis will minimize the number of draw calls and improve performance.
Meep implements clustered lighting technique which allows you to have a pretty much an unlimited number of point lights in your scene. All the other light types are supported as well, but only point lights are clustered for now. Point lights are useful for various effects, like muzzle flashes, grenade explosions, torches, etc.
The terrain engine is chunk-based, which means that terrain is split into rectangular pieces internally, and they are built on-the-fly inside a web-worker based on camera position. Terrain is automatically culled based on camera position, so you're only drawing the chunks that are in view. Terrain supports layers just like Unity, but unlike Unity - Meep supports up to 256 layers of terrain instead of 4.
Pure JS implementation of a path tracer, using engine's BVH (See Physics section)
Decals in meep are done on the GPU, and as a result you can have a lot of them in your scene. The most I tested in a single scene is 1,000,000 which works quite well. Decals are useful for bullet holes, blood splatter and various scene decorations such as signs and scuff marks.
Meep's particle engine ("Particular") is optimized for game development needs, this means supporting complex effects and being able to spawn/destroy many particle systems every frame. There are a lot of particle engines out there, but they tend to have costly spawning routines, take up a lot of draw calls and not manage memory well, which leads to pretty poor performance in games. My particle engine supports full particle lighting as well, and soft particles. On top of that - all particles are automatically atlassed in the background and are compiled with just 4 shaders. This means that no matter how many particle effects you have - there will be no shader switching and no texture switching, and there will be no delays associated with shader compilation. Particles are culled, so particle systems that are off-screen are not rendered and simulation for them can be paused to save CPU resources (this is automatic behavior)
Meep implements a fairly complex trail system, where a trail can be attached to an entity, and it will create a trail behind.
Meep has a custom sound engine which is culled and has custom attenuation, this allows scenes to have 1000s of positional audio sources without any extra cost in terms of performance
Meep features a BVH (bounding volume hierarchy) implementation optimized for speed and memory usage that provides a wide variety of spatial queries, such as:
Meep in general is a web-first engine, all assets are streamed, meaning that the engine is up and running even before any models/texture are loaded, and you're free to decide when to let the player see your level, wait until everything is loaded or drop them in as soon as you can. There is a pre-loader module in case you want to load some assets in bulk before starting the game.
including, but not limited to:
Extremely compact binary serialization system. You can save/load your scenes from files. This serialization system supports format changes, so as you develop your game - old saves will be supported and the system will automatically upgrade them to the most recent version, so the player doesn't have to lose any data.
Achievements work with Blackboard components and are very easy to define. There is an abstraction system that helps connect your achievements to various platforms such as Steam or XBox (you'd have to implement that binding yourself though), by default it comes with a browser backend, storing data in IndexedDB. I also have bindings for Steam and NewGrounds that I can share.
You're free to use it or not, the engine works just fine without it. The system is written for speed, and it offers a few commonly used tools, such as popup windows, notifications and pages. The UI system is optimized for speed, so it generates no garbage, but again - if you want to use, say React - you can ignore this system or integrate it with the system.
For more information, please refer to the documentation
Copyright © 2025 Company Named Limited, All Rights Reserved
FAQs
Pure JavaScript game engine. Fully featured and production ready.
We found that @woosh/meep-engine demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.
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