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Package detail

@woosh/meep-engine

usnul22.8kUNLICENSED2.131.39TypeScript support: included

Pure JavaScript game engine. Fully featured and production ready.

game-engine, gamedev, ecs, entity-component-system, data-oriented, zero-allocation, modular, tree-shaking, 3d, webgl, webgl2, webgpu, webaudio, particles, bvh, behavior-tree, inverse-kinematics, fabrik, clustered-lighting, color-management, typescript

readme

Meep Engine

The unopinionated, high-performance ECS engine for code-first developers.

Meep is a battle-tested JavaScript game engine designed for scale. Built over 10+ years and used in commercial Steam releases, it strips away the bloat of traditional engines to offer a molecular, zero-allocation architecture.

It is designed for engineers who want full control, offering performance that rivals native code on the web.

🚀 Quick Start Template | 📚 Documentation


Why Meep?

Most web engines are heavy, opinionated, and struggle with garbage collection. Meep is different.

  • Pure ECS Architecture: A true data-oriented foundation that supports complex hierarchies and millions of entities. Unlike hybrid engines, our component queries are instantaneous.
  • Molecular Modularity: Distributed as ~3,000 fine-grained modules. Need a lerp function? Import it for a 4-line footprint. You never pay for code you don't use.
  • Zero-Garbage Architecture: Custom memory management ensures stable frame rates. Meep handles millions of objects on low-spec mobile hardware without GC spikes.
  • Code-First: No GUI. No black boxes. Meep is a programmatic tool designed for software engineers who value architecture and long-term integration.
  • Battle-Hardened: Covered by 3,000+ unit tests and extensive assertions. This is not a prototype; it is industrial-grade software.

💎 Architecture: Pure ECS

Meep is not yet another Object-Oriented engine with an ECS tacked on; it is a Pure Entity Component System engine.

While other engines (like Unity) struggle with slow query times and documentation that advises you to use component lookups "sparingly" — Meep thrives on them.

  • Strict Data-Oriented Design: One component instance per type per entity. This guarantees memory layout optimization and cache locality.
  • The Hierarchy Problem: Solved. Pure ECS architectures historically struggle with scene graphs and parent-child transforms. Meep solves this natively. You get the composability of a scene graph with the raw speed of a flat array. (Similar to the Rust-based Bevy engine).
  • Tiered API Access:
    • High-Level: Use convenient abstraction layers for gameplay logic.
    • Low-Level: Drop down to raw typed arrays for performance-critical paths.
  • Uncompromised Speed: Because the architecture is solid, you can query, filter, and iterate over millions of entities without performance cliffs.

⚡ High-Performance Rendering

Meep implements a Clustered Forward+ rendering pipeline, allowing for scenes that traditional web engines choke on.

  • Unlimited Lighting: Render thousands of point lights (muzzle flashes, explosions, torches) with clustered lighting.

  • GPU-Driven Decals: Handle 1,000,000+ decals for persistent battle damage and environmental details.

  • Massive Terrain: Chunk-based, auto-culled terrain system supporting up to 256 layers (vs Unity's 4).

  • "Particular" Particle Engine: A zero-allocation particle system with full lighting, soft particles, and automatic atlassing. Compiled into just 4 shaders to eliminate state-switching overhead.

  • Path Tracing: Includes a pure JS path tracer utilizing the engine's internal BVH.

🧠 AI & Simulation Tools

Meep provides a suite of tools rarely found in JS engines, optimized for complex decision making.

  • Behavior Trees & Blackboards: Industry-standard tools for state management.

  • Monte-Carlo Tree Search: The same algorithm used in AlphaGo, available for your decision logic.

  • Resource Allocation Solver: Plan optimal actions based on limited resources (ammo, health, currency).

  • Spatial Query System: Highly optimized BVH for Ray, Box, Frustum, and Point queries.

  • Inverse Kinematics: Includes FABRIK solvers and specialized bip/quadruped solvers for uneven terrain adaptation.

🛠️ Developer Experience

Installation & Stripping

Meep is designed to be invisible in production.

npm install @woosh/meep-engine

Development Mode: The engine includes ~4,000 assertions to help you catch errors instantly.

Production Mode: Using @rollup/plugin-strip, Meep compiles to tiny size and runs at the speed of light.

// vite.config.js
import strip from '@rollup/plugin-strip';
export default defineConfig({
    plugins: [{ ...strip(), apply: 'build' }]
});

Reliability

  • Tests: 2,944 handwritten tests covering critical algorithms and complex edge cases.

  • Coverage: 90%+ core coverage.

  • Stability: Exhaustively tested corner cases over a decade of development.


Additional Features

Category Features
Audio Custom culling and attenuation; supports 1,000s of positional sources with zero overhead
Input Unified abstraction for Touch, Mouse, and Keyboard. Event-driven and Query-based APIs
Assets Web-first asset streaming. The engine runs before assets even load
Serialization Binary serialization system with version upgrading
UI High-speed, zero-garbage UI system. Optional—can be replaced with React/Vue if desired
Color Management Scientific-grade color management toolkit, including spectral-integration tools and modern color spaces such as OKLab
NodeGraph A building block for node-graph systems, such as shader editors and workflow engines
Achievements State-of-the-art achievement system, using expressions and blackboards
Inverse Kinematics (IK) Highly optimized FABRIK inverse kinematics solver even the most complex IK use cases

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