Three.js and Rapier, already wired up.
Renderoni is an open-source 3D web game engine for TypeScript. It wires Three.js and Rapier WASM into a deterministic fixed-tick simulation loop with runtime scene hierarchy, character controllers, dual-mode Web Audio, pooled instanced particle VFX, headless CI testing, and agent-native CLI / MCP tooling.
π Quickstart β’ β‘ CLI Tooling β’ ποΈ Scene Composition β’ π Audio & VFX β’ π€ MCP Agent Tools β’ π¦ Feature Status
Install Renderoni alongside Three.js and Rapier:
npm install renderoni three @dimforge/rapier3d-compatHere is how you spawn a player, a floor, and a coin in a real browser:
import { createRenderoni } from 'renderoni';
import { body, kccPlayer, light, sensor } from 'renderoni/presets';
const canvas = document.querySelector<HTMLCanvasElement>('#game');
if (!canvas) throw new Error('Expected <canvas id="game">');
const game = await createRenderoni({
mode: 'interactive',
canvas,
seed: 42,
});
game.add(light({ type: 'directional', position: [20, 40, 20] }));
game.add(body({ shape: 'box', type: 'fixed', size: [100, 1, 100], position: [0, -0.5, 0] }));
const player = game.add(kccPlayer({ id: 'hero', position: [0, 1, 0], moveSpeed: 6.5 }));
game.add(sensor({ id: 'coin', position: [3, 1, 0] }));
const resize = () => {
const width = canvas.clientWidth;
const height = canvas.clientHeight;
if (game.native.renderer) {
game.native.renderer.setSize(width, height, false);
}
game.native.camera.aspect = width / height;
game.native.camera.updateProjectionMatrix();
};
new ResizeObserver(resize).observe(canvas);
resize();
game.start();Renderoni provides a built-in CLI (renderoni) for AI-assisted asset authoring, offline template scaffolding, and live in-browser previewing:
Generates a self-contained Three.js factory or scene manifest using GitHub Copilot:
# Generate a 3D model factory from prompt
npx renderoni generate model "weathered brass lantern with flickering flame" -o models/Lantern.ts
# Generate terrain shell
npx renderoni generate terrain "mossy cobblestone dungeon floor" -o models/terrain/DungeonFloor.ts
# Generate scene inventory with reference image
npx renderoni generate scene "grand library with book stacks" -i refs/library.png -o scenes/library.json
# Dry run with machine-readable JSON output
npx renderoni generate model "crystal altar" --dry-run --jsonFlags:
-o, --output <path>: Destination file path.-i, --image <path>: Reference image (.png,.jpg,.webp).-r, --revise <path>: Existing file to revise with Copilot.--project <path>: Target project directory (default:cwd).-f, --force: Overwrite existing files.--dry-run: Validate and print output without writing to disk.--json: Output structured JSON for automation scripts.--no-context: Skip scanning project for existing factory names.
100% offline, zero-turn boilerplate scaffolding (no API keys or credentials needed):
npx renderoni add model TreasureChest -o models/TreasureChest.ts
npx renderoni add terrain StoneFloor -o models/terrain/StoneFloor.ts
npx renderoni add scene Courtyard -o scenes/courtyard.json
npx renderoni add level Chapter1 -o levels/chapter1.jsonStarts the local visual authoring studio on http://localhost:4747:
npx renderoni editor --port=4747Starts the Model Context Protocol stdio server for AI coding agents.
Renderoni 1.0 supports structured multi-scene progression with deterministic lifecycle management and persistent cross-scene state:
import { createRenderoni } from 'renderoni';
import { SceneManager, type SceneDefinition } from 'renderoni/scene';
const game = await createRenderoni({ mode: 'headless', seed: 42 });
const manager = new SceneManager(game);
const courtyardScene: SceneDefinition = {
id: 'courtyard',
setup: (ctx) => {
// Entities spawned here are tracked for automatic RAII cleanup on unload
},
};
const hallwayScene: SceneDefinition = {
id: 'hallway',
entryPoints: {
from_courtyard: { id: 'from_courtyard', position: [0, 1, 0] },
},
};
await manager.loadGame({
id: 'manor_adventure',
startLevel: 'chapter_1',
persistentEntities: ['hero_player'], // Preserved across scene transitions
levels: [
{
id: 'chapter_1',
startScene: 'courtyard',
scenes: [courtyardScene, hallwayScene],
},
],
});
// Teleports persistent actors to entry point and updates Rapier physics buffers
await manager.switchScene('hallway', { entryPoint: 'from_courtyard' });
// Access cross-scene persistent state
manager.persistent.set('hasKey', true);Run full gameplay loops and physics headlessly in Vitest with
import { expect, test } from 'vitest';
import { createRenderoni } from 'renderoni';
import { body, kccPlayer, sensor } from 'renderoni/presets';
import 'renderoni/testing/matchers';
test('player collects coin deterministically', async () => {
const game = await createRenderoni({ mode: 'headless', seed: 42 });
game.add(body({ shape: 'box', type: 'fixed', size: [100, 1, 100], position: [0, -0.5, 0] }));
const hero = game.add(kccPlayer({ id: 'hero', position: [0, 1, 0] }));
game.add(sensor({ id: 'coin', position: [3, 1, 0] }));
hero.actions.move({ x: 1, z: 0 });
game.step(60);
expect(game).toHaveTick(60);
expect(hero.position[0]).toBeGreaterThan(1.5);
expect(game).toHavePassedDiagnostics();
game.dispose();
});- Audio (
renderoni/audio): Dual-mode Web Audio in interactive mode with one-shot user gesture autoplay resume (pointerdown/keydown), HRTF 3D spatial panning, master volume scaling, and zero-DOM deterministic event logging in headless mode. - VFX (
renderoni/vfx): Preallocated Structure-of-Arrays (SoA) particle pools with zero heap allocation churn during gameplay, billboardTHREE.InstancedMeshrendering, and deterministic PRNG-driven screen shake.
When connected to AI coding assistants (Antigravity, Claude Code, Cursor), use Renderoni's built-in MCP server:
npx renderoni mcp-
describe: Inspect active entities, colliders, tags, and schema. -
observe: Get compact Markdown telemetry (<500 bytes / ~120 tokens). -
act: Dispatch typed gameplay actions ({ name: string, payload?: any }). -
step: Advance simulation by$N$ fixed ticks. -
check: Run AST assertions headlessly.
| Feature | Status | Notes |
|---|---|---|
| Deterministic Kernel (Clock, PRNG, Hasher) | π’ Production (1.0) | Exact run-to-run XXH3 state hashes across runs. |
| Physics Sync & Dual-Buffer Pipeline | π’ Production (1.0) | Zero render interpolation bleeds into physics buffer. |
Scene Hierarchy (Game -> Level -> Scene) |
π’ Production (1.0) | SceneManager, SceneContext, persistent state store, RAII disposal. |
| CLI Generation & Offline Scaffolding | π’ Production (1.0) | renderoni generate, renderoni add, safe path traversal guards. |
Audio Subsystem (renderoni/audio) |
π’ Production (1.0) | Browser Web Audio + HRTF spatial sound & headless event verification. |
VFX Subsystem (renderoni/vfx) |
π’ Production (1.0) | Structure-of-Arrays particle pool & procedural screen shake. |
| MCP Agent Protocol | π’ Production (1.0) | Native stdio transport with Tier 0 telemetry. |
| Headless CI Testing | π’ Production (1.0) | Node.js execution with custom Vitest matchers. |
import { createRenderoni, RenderoniEngine } from 'renderoni';
import { body, kccPlayer, sensor, light, definePreset } from 'renderoni/presets';
import { SceneManager, mountSceneInventory, parseSceneInventory } from 'renderoni/scene';
import { audio, AudioManager } from 'renderoni/audio';
import { vfx, ParticleEmitter, ScreenShake } from 'renderoni/vfx';
import { ui } from 'renderoni/ui';
import { animation } from 'renderoni/animation';
import { startEditorServer, generateAsset, scaffoldAsset } from 'renderoni/editor';
import { createMCPServer } from 'renderoni/mcp';
import 'renderoni/testing/matchers';MIT Β© Esteban Leandro