Zero DependenciesPure vanilla JavaScript ES modules. No bundlers, no frameworks, no bloat. Just import and play.
Pure ECS ArchitectureEntity-Component-System design. Sprites are data entities; dedicated systems handle movement, rendering, animation, and collision.
Scene StackStack-based scene management with pause/resume, blocking rules, and deferred operations for safe mid-frame transitions.
Camera System2D camera with position, zoom, and rotation. Viewport culling, world-to-screen conversion, and follow-target support.
Animation SystemFrame-based sprite animations with per-clip FPS, looping, and completion callbacks — driven by a dedicated AnimationSystem.
Pointer & Multi-Touch InputUnified Pointer Events API with action bindings, multi-touch tracking, swipe and tap gestures, and per-scene InputContext instances.
Advanced Object PoolingActivePool with O(1) acquire/release, active tracking, batch operations, and instrumentation for tuning memory pressure.
Collision SystemCentralized collision detection with spatial hashing, callback-based zero-alloc queries, and automatic broad-phase management.