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Module catalog

74 modules · 7 categories. Search, filter by dependency tier, copy any relative path in one click.

Actor Motion

18

Resolves many kinematic movement requests through Rapier collision and returns grounded/collision outcomes.

modules/actor-motion/KinematicBatchResolver.js

Converts local vehicle controls into general-purpose motion with six-axis shifting, four-way path steering, independent body yaw rotation, optional body banking, and instant or acceleration-based response. Supports a wide range of vehicles across aircraft, watercraft, spacecraft, and landcraft.

modules/actor-motion/GeneralVehicleMotionController.js

Applies caller-provided position and pose frame to object model transforms, with configurable mesh forward direction and optional keep-basis-up alignment.

modules/actor-motion/GeneralObjectModelController.js

Applies flight motion state to airplane visual transforms, including position, yaw, pitch, and roll.

modules/actor-motion/aircraft/AirplaneModelController.js

Converts local pilot controls for steering, throttle, and boost into fixed-wing airplane motion.

modules/actor-motion/aircraft/AirplaneMotionController.js

Provides shared grounded character locomotion for position, velocity, yaw/pitch, sprint, crouch, jump, gravity, resolver intent creation, and commit behavior.

modules/actor-motion/character/BaseCharacterMotionController.js

Converts world-space move and face target points into shared character locomotion. Recommended camera pairing: `PositionFollowCameraRig`.

modules/actor-motion/character/WorldTargetCharacterMotionController.js

Converts world-space left/right/forward/backward movement and rotateCCW/rotateCW input into shared character locomotion. Recommended camera pairing: `PositionFollowCameraRig`.

modules/actor-motion/character/WorldCardinalCharacterMotionController.js

Converts character-heading-relative forward/backward movement, strafeLeft/strafeRight movement, and turnLeft/turnRight input into shared character locomotion. Recommended camera pairing: `PoseFollowCameraRig`.

modules/actor-motion/character/HeadingRelativeCharacterMotionController.js

Converts local left/right/forward/backward movement plus mouse-look yaw/pitch deltas into shared character locomotion. Recommended camera pairing: `FirstPersonCameraRig` for first-person view or `PoseFollowCameraRig` for third-person chase view.

modules/actor-motion/character/MouseLookCharacterMotionController.js
DriftingPluginPure logic

Adds drift response to dynamic car physics by detecting slip and modifying car control behavior.

modules/actor-motion/ground-vehicle/DriftingPlugin.js

Resolves dynamic Rapier car physics for multiple actors and returns synchronized car state.

modules/actor-motion/ground-vehicle/DynamicCarBatchResolver.js

Converts local driver controls for steering, throttle, reverse, brake, handbrake, and boost into dynamic car control intent for full wheel-physics simulation.

modules/actor-motion/ground-vehicle/DynamicCarMotionController.js

Builds basis-aware dynamic car setup data for Rapier vehicle controllers.

modules/actor-motion/ground-vehicle/DynamicCarRapierConfig.js
CarModelControllerthree + Rapier

Applies car motion state to visual transforms, including vehicle body pose and wheel animation.

modules/actor-motion/ground-vehicle/CarModelController.js

Converts local driver controls for steering, throttle, reverse, and boost into lightweight arcade car motion with basic terrain height/normal following.

modules/actor-motion/ground-vehicle/ArcadeCarMotionController.js

Converts directional tilt controls into smoothed plate rotations and gameplay slope values.

modules/actor-motion/PlateTiltController.js

Converts snake turn and growth input into updated grid-cell direction and segment state.

modules/actor-motion/SnakeMotionController.js

Behavior

6

Adjusts planar movement intent to steer an actor away from nearby agents while preserving intended travel direction.

modules/behavior/NearbyAvoidanceSteering.js
GridPathPlannerPure logic

Plans grid-board routes and reachable cells with blocked cells and wrapping or bounded edges.

modules/behavior/GridPathPlanner.js

Converts character position, current waypoint, and speed limit into planar movement intent, including direction, desired speed, waypoint, and distance.

modules/behavior/AgentPathNavigator.js

Tracks route progress by advancing waypoints after the reach distance is met and reporting the current waypoint, progress, and corner profile.

modules/behavior/WaypointProgressTracker.js
WaypointDriverPure logic

Converts waypoint, vehicle pose, speed, and corner profile into AI vehicle controls, including throttle, reverse, brake, left/right steering, and boost.

modules/behavior/WaypointDriver.js

Maintains tactical state for shooter agents as they idle, patrol, chase, attack, or die.

modules/behavior/CombatBehaviorDirector.js

Camera

5

Provides base smoothing and basis-aware pose behavior for concrete camera rigs.

modules/camera/BaseCameraRig.js

Follows a target position with a fixed world-basis offset and fixed viewing angle while looking at the target.

modules/camera/PositionFollowCameraRig.js

Follows a target position and targetFrame with a pose-relative offset and pose-relative look target so the view moves and turns with the target.

modules/camera/PoseFollowCameraRig.js

Follows a target eye position and current forward direction to produce actor-locked first-person view motion.

modules/camera/FirstPersonCameraRig.js

Applies temporary free-look rotation around a target and recenters the view when look input stops.

modules/camera/LookOffsetCameraRig.js

Gameplay

8

Resolves screen/camera aiming or explicit ray aiming into hit position, aim direction, matched target, and launch-to-hit shooting direction.

modules/gameplay/AimResolver.js
CombatPlayPure logic

Owns team combat player state, health and armor changes, death events, winner resolution, and reset behavior.

modules/gameplay/CombatPlay.js
FlightPlayPure logic

Owns flight player state, terrain crash checks, hit-ground events, finish state, and reset behavior.

modules/gameplay/FlightPlay.js

Owns checkpoint-lap race state, countdown start, player progress, lap completion, finish order, standings, race events, and reset behavior.

modules/gameplay/RaceCheckpointLapPlay.js
SnakePlayPure logic

Owns snake player and item state, wall collisions, self collisions, snake collisions, item pickups, death events, and reset behavior.

modules/gameplay/SnakePlay.js

Schedules and spawns enemy waves, escalates spawn pressure, and advances waves as active units are cleared.

modules/gameplay/WaveSpawnDirector.js

Manages gun and missile weapon selection, ammo, cooldowns, gun heat, missile lock-on targeting, and fire decisions with launch position, direction, and speed.

modules/gameplay/combat/ProjectileWeaponSystem.js

Manages live projectile objects, removes inactive projectiles, and returns projectile hit events.

modules/gameplay/combat/ProjectileManager.js

Math

5
RandomUtilsPure logic

Provides a deterministic pseudo-random generator with uniform, integer range, step range, and choice helpers.

modules/math/RandomUtils.js
ScalarUtilsPure logic

Provides shared scalar operations for stable numeric motion and value normalization.

modules/math/ScalarUtils.js
TimeUtilsPure logic

Provides system and manually controlled clock helpers for consistent millisecond and second timestamps.

modules/math/TimeUtils.js

Normalizes vector inputs into safe Three.js vectors and basis-aware planar directions.

modules/math/Vector3Utils.js

Defines how gameplay directions map onto world axes and keeps basis-aware movement, height, compass, and frame math consistent.

modules/math/WorldBasis.js

User Interface

8
DomHudRendererPure logic

Renders shared UI state into DOM HUD elements.

modules/user-interface/DomHudRenderer.js

Maps world-space positions and headings into minimap-space coordinates.

modules/user-interface/MinimapProjector2D.js

Maintains visible and pending notification state over time.

modules/user-interface/NotificationQueue.js

Renders nearby contacts in heading-relative radar space.

modules/user-interface/HeadingRelativeRadar.js

Persists user settings safely through localStorage.

modules/user-interface/StorageSettingsStore.js
UiStateModelPure logic

Provides observable UI state updates with stable snapshots.

modules/user-interface/UiStateModel.js
FlightHudPure logic

Renders flight, weapon, navigation, scoring, and warning state as a cockpit-style HUD.

modules/user-interface/FlightHud.js
RaceMinimapPure logic

Renders race progress and competitors into a track-aware minimap.

modules/user-interface/RaceMinimap.js

World

24
Object3DUtilsPure logic

Removes and disposes Three.js object hierarchies, including geometry and material resources.

modules/world/Object3DUtils.js
ArenaEnvironmentthree + Rapier

Builds arena scene visuals with obstacles and walls, supports spawn position sampling and obstacle queries, and creates explicit Rapier physics colliders.

modules/world/environment/ArenaEnvironment.js
NaturalEnvironmentthree + Rapier

Builds natural scene visuals with terrain and tree/rock/grass props, supports terrain height queries, and creates explicit terrain/tree/rock Rapier physics colliders.

modules/world/environment/NaturalEnvironment.js
RaceTrackEnvironmentthree + Rapier

Builds race-track scene visuals with road terrain, checkpoint markers, and barriers, supports spawn pose sampling, and creates explicit terrain/barrier Rapier physics colliders.

modules/world/environment/RaceTrackEnvironment.js

Builds board scene visuals with grid cells and lighting, supports cell/world coordinate helpers, and exposes grid bounds.

modules/world/environment/BoardEnvironment.js
TerrainMeshFactorythree + Rapier

Builds vertex-colored terrain meshes from terrain sampler output and matching Rapier trimesh colliders.

modules/world/environment/TerrainMeshFactory.js

Provides terrain sampler classes that expose `heightAt`, `normalAt`, `colorAt`, and `sample(right, forward)` for procedural worlds. Includes natural grassland terrain, archipelago terrain, and road terrain via road flattening.

modules/world/environment/TerrainSampler.js

Builds physical boundary wall colliders around a basis-aware planar world area.

modules/world/environment/WorldBoundsColliderFactory.js

Samples planar spawn positions inside optional allowed regions while rejecting blocked regions, using simple rect, circle, polygon, and segment-corridor shape contracts.

modules/world/environment/SpawnAreaSampler.js
PlanarUtilsPure logic

Provides shared basis-aware planar geometry and terrain helpers.

modules/world/environment/PlanarUtils.js
PickupObjectPure logic

Updates pickup world state, including visual animation, collection bounds, and collection checks.

modules/world/object/PickupObject.js

Updates projectile world state, including linear or homing motion, hit checks, visual updates, and expiry.

modules/world/object/ProjectileObject.js

Updates first-person weapon presentation from player movement, stance, aiming, and recoil state.

modules/world/object/FpsWeaponViewModel.js

Updates floating world-space health presentation above an entity.

modules/world/object/HealthBarView.js

Builds airplane visual models for flight actors.

modules/world/object/factory/AirplaneVisualFactory.js

Builds plant visual models and materials for natural environments, including tree trunks, conifer and broadleaf canopies, branch stubs, and grass blades.

modules/world/object/factory/PlantVisualFactory.js

Builds rock visual models and materials for natural environments, including ground rocks and irregular rock meshes with randomized shape variation.

modules/world/object/factory/RockVisualFactory.js

Builds pickup visual models for ammo, health, and armor pickups.

modules/world/object/factory/PickupVisualFactory.js

Builds projectile visual models and update helpers for bullets and missiles.

modules/world/object/factory/ProjectileVisualFactory.js

Builds lightweight car visual models for racing and prototype vehicles.

modules/world/object/factory/CarVisualFactory.js

Renders jet exhaust intensity from aircraft throttle and boost state.

modules/world/visual-effects/JetFlame.js

Renders a fading ground marker for click or target feedback.

modules/world/visual-effects/GroundClickIndicator.js

Renders terrain-following tire trails from grounded vehicle motion.

modules/world/visual-effects/VehicleTireMarkRenderer.js

Renders short-lived visual feedback for weapon fire and impacts.

modules/world/visual-effects/WeaponEffectsSystem.js