Orillusion
Orillusion
is a pure Web3D rendering engine which is fully developed based on the WebGPU
standard. It aims to achieve desktop-level rendering effects and supports 3D rendering of complex scenes in the browser.
Need to know
Beta version, NOT recommended for any commercial application.
Install
NPM
We recommend using front-end build tools for developing Web3D applications, such Vite or Webpack.
- Install dependencies:
npm install @orillusion/core --save
- Import on-demand:
import { Engine3D, Camera3D } from '@orillusion/core'
- Import globally:
import * as Orillusion from '@orillusion/core'
CDN
In order to use the engine more conveniently, we support to use native <script>
tag to import Orillusion
. Three different ways to import using the official CDN
link:
- Global Build: You can use
Orillusion
directly from a CDN via a script tag:
<script src="https://unpkg.com/@orillusion/core/dist/orillusion.umd.js"></script>
<script>
const { Engine3D, Camera3D } = Orillusion
</script>
The above link loads the global build of Orillusion
, where all top-level APIs are exposed as properties on the global Orillusion
object.
- ESModule Build: We recommend using the ESModule way for development. As most browsers have supported
ES
module, we just need to import theES
build version oforillusion.es.js
<script type="module">
import { Engine3D, Camera3D } from "https://unpkg.com/@orillusion/core/dist/orillusion.es.js"
</script>
- Import Maps: In order to manage the name of dependencies, we recommend using Import Maps
<!-- Define the name or address of ES Module -->
<script type="importmap">
{
"imports": { "@orillusion/core": "https://unpkg.com/@orillusion/core/dist/orillusion.es.js" }
}
</script>
<!-- Customerized names could be imported -->
<script type="module">
import { Engine3D, Camera3D } from "@orillusion/core"
</script>
Usage
Create Engine3D instance
At the beginning, we need to use Engine3D.init()
and then the instance Engine3D
will be created for further use
import { Engine3D } from '@orillusion/core'
Engine3D.init().then(()=>{
// Next
})
As Engine3D.init()
is asynchronous, we recommend using async/await
in the code
import { Engine3D } from '@orillusion/core'
async function demo(){
await Engine3D.init();
// Next
}
demo()
Create canvas
In default, Engine3D.init()
will create a canvas
the same size with the window. Also, we could create a canvas
manually using tag <canvas>
with a id
<canvas id="canvas" width="800" height="500" />
Next, we need to get the <canvas>
via id
and then init engine by passing the <canvas>
to canvasConfig
import { Engine3D } from '@orillusion/core';
let canvas = document.getElementById('canvas')
await Engine3D.init({
canvasConfig: { canvas }
})
Please read the Docs to Learn More.
Platform
Windows/Mac/Linux:
- Chrome 113+
- Edge: 113+
Android (Behind the enable-unsafe-webgpu
flag):
- Chrome Canary 113+
- Edge Canary 113+
Useful links
Dev and Contribution
Please make sure to read the Contributing Guide before developing or making a pull request.
License
Orillusion engine is released under the MIT license.