kami

Rendering ecosystem using Node style packaging

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Upcoming v1.0.0 Changes

Kami is now breaking into small and composable modules that will be published separately to NPM. Most new work is under the stackgl ecosystem. However, some higher-level 2D game abstractions may be eventually built on top of these modules under the kami namespace.

kami

Kami is a fast and lightweight WebGL sprite rendering framework.

It is ideal for tinkering with WebGL, building your game engine on top of, or writing applications that require low-level control over vertex data, textures, and so forth.

This library is still in development.

Docs

Kami API Docs

Usage

Here is an example using Node style requires and browserify:

//require the necessary classes from the 'kami' module
var AssetManager = require('kami').AssetManager;
var SpriteBatch = require('kami').SpriteBatch;

var WebGLContext = require('kami').WebGLContext;

var width = 256;
var height = 256;

//create our webGL context..
//this will manage viewport and context loss/restore
var context = new WebGLContext(width, height);

//add the GL canvas to the DOM
document.body.appendChild(context.view);

//Create a new batcher for 2D sprites
var batch = new SpriteBatch(context);

//Create a new texture. This will load the URL asynchronously
var tex0 = new Texture(context, "img/mysprite.png");

//kami aliases some Texture GLenums for convenience
tex0.setFilter(Texture.Filter.LINEAR);

//Start our render loop
requestAnimationFrame(render);

function render() {
	requestAnimationFrame(render);

	var gl = context.gl;

	//clear the GL canvas
	gl.clear(gl.COLOR_BUFFER_BIT);

	//start the batch...
	batch.begin();

	//draw the texture at (75, 75) with a size of 100x100
	batch.draw(tex0, 75, 75, 100, 100);

	//draw it some other places
	batch.draw(tex0, 0, 0, 15, 25);
	batch.draw(tex0, 100, 100);

	//flush sprites to GPU
	batch.end();
}

demos

The demos are hosted in another package, see here: https://github.com/mattdesl/kami-demos

Using without Node

If you aren't using Node and require() statements, you can grab the UMD build at build/kami.js.

Most of the code looks exactly the same, except all of Kami's objects are exported onto a global kami namespace. The dependencies are also exported on the namespace, for convenience. See here:

<script src="kami.js"></script>
<script>
	var context = new kami.WebGLContext(width, height);
	var batch = new kami.SpriteBatch(context);

	//js-signals dependency is on Kami namespace, too:
	var Signal = new kami.Signal();

	//so is "klasse" utility library, but aliased to Class:
	var MyClass = new kami.Class({
		//... class definition ...//
	});
	//etc...
</script>

Road Map / TODOs

  • WebGL2 utils: compressed textures (done, see kami-demos), texture arrays, float textures, instanced draws, etc.
  • Cube maps and other Texture utils
  • clean up asset loading and kami-assets
  • MRTs for FrameBuffer utility (WebGL2)
  • SpriteBatch should use matrices (projeciton/transform)
  • SpriteBatch needs rotation