Game engine focused on rapidly creating a game in TypeScript.
Media query calculator
A tool for processing JSON-RPC messages.
Match human-quality input to potential matches by edit distance.
Spawn monsters, equip them with cards, and send them into the ring to fight.
a simple game engine for running games in the browser
Mini game engine built on top of three.js
Pure JavaScript game engine. Fully featured and production ready.
A suite of parsers and compilers for WordPress styles.
A lightweight game engine for React projects
Some React Native components that make it easier to construct interactive scenes using the familiar update + draw lifecycle used in the development of many games ✨
Engine for Shiki using Oniguruma RegExp engine in WebAssembly
Open-source WebGL/WebGPU 3D engine for the web
Simple and fast Node.js chess engine with configurable AI and no dependencies
A reactive data store and sync engine.
This package is intended for Prisma's internal use
styled() API wrapper package for emotion.
Velocity Template Language(VTL) for JavaScript
Game engine utilities for BCT
Standard interfaces for Styletron
Engine for Shiki using JavaScript's native RegExp
LittleJS - Tiny and Fast HTML5 Game Engine
Pixi'VN is a npm package that provides various features for creating visual novels.
Quake II re-release port to TypeScript with WebGL renderer - A complete game engine with physics, networking, and BSP rendering
PCN (Portable Chess Notation) provides a comprehensive, JSON-based format for representing complete chess game records across variants. This gem implements the PCN Specification v1.0.0 with a modern Ruby interface featuring immutable game objects and functional programming principles. PCN integrates the Sashité ecosystem specifications (PMN for moves, FEEN for positions, and SNN for style identification) to create a unified, rule-agnostic game recording system. Supports traditional single-variant games and cross-variant scenarios where players use different game systems, with complete metadata tracking including player information, tournament context, and game status. Perfect for game engines, database storage, game analysis tools, and archival systems requiring comprehensive game record management across diverse abstract strategy board games.
Built on top of Gosu, an engine for making 2-D games. Gosu provides the means to handle the graphics, sound, and keyboard/mouse events. It doesn't provide any sort of client/server network architecture for multiplayer games, nor a system for tracking objects in game-space. This gem aims to fill that gap. Originally I tried using Chipmunk as the physics engine, but its outcomes were too unpredictable for the client to anticipate the server. It was also hard to constrain in the ways I wanted. So I elected to build something integer-based. In the short term, I'm throwing anything into this gem that interests me. There are reusable elements (GameSpace, Entity, ServerPort), and game-specific elements (particular Entity subclasses with custom behaviors). Longer term, I could see splitting it into two gems. This gem, game_2d, would retain the reusable platform classes. The other classes would move into a new gem specific to the game I'm developing, as a sort of reference implementation.
STN (State Transition Notation) provides a rule-agnostic format for describing state transitions in abstract strategy board games. This gem implements the STN Specification v1.0.0 with a modern Ruby interface featuring immutable transition objects and functional programming principles. STN captures net changes between game positions by recording modifications in piece locations, hand/reserve contents, and active player status using standardized CELL coordinates and QPI piece identification. Perfect for game engines, position diff tracking, undo/redo systems, and network synchronization requiring efficient state delta representation across multiple game types and traditions.
PNN (Piece Name Notation) provides a rule-agnostic, scalable naming system for identifying abstract strategy board game pieces. This gem implements the PNN Specification v1.0.0 with a modern Ruby interface featuring immutable piece name objects and functional programming principles. PNN uses canonical ASCII names with optional state modifiers and optional terminal markers (e.g., "KING", "queen", "+ROOK", "-pawn", "KING^", "+GENERAL^") to unambiguously refer to game pieces across variants and traditions. Ideal for engines, protocols, and tools that need clear and extensible piece identifiers.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.
No description provided.