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
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