Note:
Currently, this repo is used to collect feedback on the NPM package of the Orillusion engine. According to all the feedback, we will carry on refining the engine core. Then, we need to set up the regulations for a long-term open source project and all the source code will be put in this repo in the near future, which indicates a brand new journey for Orillusion.
Orillusion
is a pure Web3D rendering engine which is fully developed based on the WebGPU
standard. It aims to achieve desktop-level rendering effects and supports 3D rendering of complex scenes in the browser.
Beta version, NOT recommended for any commercial application.
We recommend using front-end build tools for developing Web3D applications, such Vite or Webpack.
- Install dependencies:
npm install @orillusion/core --save
- Import on-demand:
import { Engine3D, Camera3D } from '@orillusion/core'
- Import globally:
import * as Orillusion from '@orillusion/core'
In order to use the engine more conveniently, we support to use native <script>
tag to import Orillusion
. Three different ways to import using the official CDN
link:
- Global Build: You can use
Orillusion
directly from a CDN via a script tag:
<script src="https://unpkg.com/@orillusion/core/dist/orillusion.umd.js"></script>
<script>
const { Engine3D, Camera3D } = Orillusion
</script>
The above link loads the global build of Orillusion
, where all top-level APIs are exposed as properties on the global Orillusion
object.
- ESModule Build: We recommend using the ESModule way for development. As most browsers have supported
ES
module, we just need to import theES
build version oforillusion.es.js
<script type="module">
import { Engine3D, Camera3D } from "https://unpkg.com/@orillusion/core/dist/orillusion.es.js"
</script>
- Import Maps: In order to manage the name of dependencies, we recommend using Import Maps
<!-- Define the name or address of ES Module -->
<script type="importmap">
{
"imports": { "@orillusion/core": "https://unpkg.com/@orillusion/core/dist/orillusion.es.js" }
}
</script>
<!-- Customerized names could be imported -->
<script type="module">
import { Engine3D, Camera3D } from "@orillusion/core"
</script>
At the beginning, we need to use Engine3D.init()
and then the instance Engine3D
will be created for further use
import { Engine3D } from '@orillusion/core'
Engine3D.init().then(()=>{
// Next
})
As Engine3D.init()
is asynchronous, we recommend using async/await
in the code
import { Engine3D } from '@orillusion/core'
async function demo(){
await Engine3D.init();
// Next
}
demo()
In default, Engine3D.init()
will create a canvas
the same size with the window. Also, we could create a canvas
manually using tag <canvas>
with a id
<canvas id="canvas" width="800" height="500" />
Next, we need to get the <canvas>
via id
and then init engine by passing the <canvas>
to canvasConfig
import { Engine3D } from '@orillusion/core';
let canvas = document.getElementById('canvas')
await Engine3D.init({
canvasConfig: { canvas }
})
Chrome Canary: 113+
Edge Canary: 113+
As WebGPU is not released, please enable
chrome://flags/#enable-unsafe-webgpu
oredge://flags/#enable-unsafe-webgpu
Orillusion engine is released under the MIT license.