Tools for making games, built to be taken a piece at a time. Two JavaScript engines, one to draw and one to simulate, are released; a modular game engine and the IDE around it are on the way.
A WebGPU rendering engine for the browser. No dependencies, no build step: ES modules, imported as they are. glTF models with their materials, skins and animations; clustered lights and cascaded shadows; culling on the GPU; Gaussian splats; and a 2D renderer of sprites, text and tilemaps beside the 3D one.
Repository · Live demo · npm · MIT
A physics engine in plain JavaScript, for any renderer, in 3D and in 2D. No dependencies, no build step, and no WebAssembly: rigid bodies, joints, a character body and raycasts, with the same results to the bit on every machine. It draws nothing, so Winding, Three.js, Babylon.js, PlayCanvas and Pixi all read it the same way.
Repository · npm · MIT
Winding and Bearing are built to work together and need nothing from each other: use either alone.
Most game engines are all or nothing. Adopting one means taking its language, its editor, its project format and its way of thinking together, and wanting one piece means taking all of them. LowArc is assembled instead of adopted: you choose the modules you want — a drawing surface, audio, input, whatever else — and those modules are the framework your code is written against. It has no language of its own and no project format.
LowArc Studio is the IDE for it, where a project's modules are put together, its code is edited and a dev build is run and debugged. Apache-2.0.
Early, and honest about it: Studio runs from source on Windows, and nothing is released to download yet. Releases will live at lowarc.com once there is something worth downloading.