Coming from another engine

Coming from Babylon.js

What a Babylon.js engine, scene, render loop, mesh builder, light, loader and Havok body become in DriftEngine, with the same program written in both.

Install npm install @driftengine/core @driftengine/assets @driftengine/physics

Checked against Babylon.js 9.29.0, released on 1 October 2026, and its documentation and source at that version, on 3 October 2026.

Babylon.js and DriftEngine are both game engines for the web, with a renderer on WebGPU and WebGL2, physics, audio, input and a debugging overlay, so most of what a Babylon.js developer knows has a counterpart here. Three things change the most. The engine is right-handed. No scene object holds what is drawn: a program keeps its meshes and nodes, and draws them every frame. And the game's rules run on a fixed step, sixty times a second, separately from drawing.

The first program

A lit box, turning, from the shape of the Babylon.js getting-started chapter:

import * as BABYLON from '@babylonjs/core';

const canvas = document.querySelector('#stage');
const engine = await BABYLON.EngineFactory.CreateAsync(canvas);
addEventListener('resize', () => engine.resize());

const scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color4(0.3, 0.3, 0.7, 1);

const camera = new BABYLON.FreeCamera('camera', new BABYLON.Vector3(0, 0, -3), scene);
camera.setTarget(BABYLON.Vector3.Zero());
camera.fov = Math.PI / 3;

const light = new BABYLON.DirectionalLight('sun', new BABYLON.Vector3(-0.4, -0.8, 0.3), scene);

const box = BABYLON.MeshBuilder.CreateBox('box', { size: 1 }, scene);
const material = new BABYLON.StandardMaterial('green', scene);
material.diffuseColor = new BABYLON.Color3(0.2, 0.75, 0.35);
box.material = material;

engine.runRenderLoop(() => {
  box.rotation.y += (engine.getDeltaTime() / 1000) * 1.2;
  scene.render();
});

The same program here:

examples/snippets/coming-from.ts
/** A lit box on a canvas, turning. Every piece is a value the program holds. */
export async function spinningBox(canvas: HTMLCanvasElement): Promise<void> {
  /* WebGPU where the browser has it, WebGL2 where it does not; `backend` says which. */
  const { renderer, backend } = await createRenderer(canvas, {});
  console.info(`drawn by ${backend}`);
  renderer.resize();
  addEventListener('resize', () => renderer.resize());

  /* The light points toward the sun, and colours are 0 to 1. */
  const environment = createEnvironment({
    directionalDir: [0.4, 0.8, 0.3],
    directionalColor: [1, 0.97, 0.9],
    ambient: [0.2, 0.22, 0.27],
  });

  /* A box by its centre and its half extents: this one is one metre on a side. */
  const box = renderer.createMesh(
    new MeshBuilder().addBox([0, 0, 0], [0.5, 0.5, 0.5], [0.2, 0.75, 0.35]).build(),
  );
  const node = new SceneNode();

  const camera = new Camera();
  camera.fovYDeg = 60;
  camera.position[2] = 3;
  camera.lookAt(0, 0, 0);

  /* The rules run sixty times a second, whatever the display does. Drawing happens once a
     frame, between the last two steps by `alpha`. */
  let angle = 0;
  let previous = 0;
  startLoop({
    simulate(dt) {
      previous = angle;
      angle += dt * 1.2;
    },
    render(alpha) {
      node.setRotationAxisAngle(0, 1, 0, previous + (angle - previous) * alpha);
      node.updateWorld();
      camera.updateMatrices(canvas.width / Math.max(1, canvas.height));
      renderer.beginFrame([0.3, 0.3, 0.7]);
      renderer.bindMeshPass(camera, environment);
      renderer.drawMesh(box, node.worldMatrix);
      renderer.endFrame();
    },
  });
}

Line by line:

  • The engine. BABYLON.EngineFactory.CreateAsync picks WebGPU where the browser has it and WebGL where it does not. createRenderer(canvas) does the same, and backend says which it got. One renderer object answers for both, and nothing in a game branches on the backend.
  • The scene. There is no BABYLON.Scene. A SceneNode is the nearest thing to a BABYLON.TransformNode, a transform with a parent, and the frame draws a mesh at a node's worldMatrix. A mesh the frame stops drawing is gone, and there is nothing to dispose from a scene.
  • The box. BABYLON.MeshBuilder.CreateBox takes a full size. addBox takes a centre and half extents, so the same box is [0.5, 0.5, 0.5].
  • The material. The colour here is vertex data, which MeshBuilder writes for every shape. A textured surface is set before a draw with renderer.setMaterial, closest to a BABYLON.PBRMaterial, which Materials covers.
  • The light. A BABYLON.DirectionalLight is given the direction its light travels. directionalDir points the other way, from the scene toward the light, and its Z has the other sign because of the handedness: the light above becomes directionalDir: [0.4, 0.8, 0.3].
  • The camera. Both cameras keep the vertical field of view fixed by default. Babylon.js gives it in radians, fovYDeg in degrees. The camera here sits at positive Z looking toward negative Z, which is the Babylon.js camera at negative Z, mirrored by the handedness.
  • The loop. runRenderLoop calls back once per displayed frame, and a game scales its motion by getDeltaTime(). startLoop calls simulate sixty times a second with a fixed dt, however fast the display is, and render once per displayed frame with alpha, how far the display has got between the last two steps. Rules go in simulate, drawing in render. The loop explains why, and Hello world is this program in full, with its rule in DriftScript.

Conventions

Babylon.js DriftEngine
Handedness left-handed by default; scene.useRightHandedSystem changes it right-handed: X right, Y up, a camera looks down negative Z
Moving a scene over negate every Z, or set scene.useRightHandedSystem nothing
A box a full size, or width, height and depth a centre and half extents
A rotation rotation in Euler radians, or rotationQuaternion a quaternion, x, y, z, w, or setRotationAxisAngle
A directional light the direction the light travels directionalDir, toward the light
Field of view fov in radians, vertical by default fovYDeg, vertical, in degrees
A colour BABYLON.Color3 and BABYLON.Color4 [r, g, b] from 0 to 1
Time engine.getDeltaTime(), in milliseconds the loop's dt, a fixed sixtieth of a second

Coordinates and units has the rest, including how a world larger than single precision stays exact.

What each thing is called

Babylon.js DriftEngine Where
BABYLON.Engine, BABYLON.WebGPUEngine createRenderer, one renderer with two backends Backends
BABYLON.Scene, BABYLON.TransformNode SceneNode, parented with attachChild The scene graph
BABYLON.MeshBuilder MeshBuilder, uploaded once with renderer.createMesh Meshes
BABYLON.PBRMaterial renderer.setMaterial, with colour, packed ORM, normal and emissive maps Materials
BABYLON.PBRMaterial.anisotropy, subSurface scattering anisotropicModel, and skinModel with skinScattering: 'screen-space'; hair and eye models besides Materials
eight bone influences, matricesIndicesExtra joints2 and weights2 beside joints and weights Meshes
thin instances, instanced meshes instanced draws Instancing
BABYLON.PointLight, BABYLON.SpotLight point and spot lights, chosen per frame Lights
BABYLON.ShadowGenerator, cascaded shadows the sun's shadow map, and shadows from point and spot lights Shadows
the default rendering pipeline bloom, ambient occlusion and antialiasing, and passes of your own Post-processing, Custom passes
BABYLON.ImportMeshAsync, asset containers a .drft container baked ahead of time, or a model converted in a worker Importing models
animation groups, skeletons clips, blend trees and IK Animation
scene.pick a ray through a pixel against meshes registered for picking Picking
the Havok plugin, BABYLON.PhysicsAggregate PhysicsWorld, the engine's own Rigid bodies
Babylon.js GUI interface trees with layout, focus and themes Interface
the Inspector the in-game tools overlay In-game tools
WebXR experience helpers WebXR sessions, the head, controllers and hands; drawing into a headset is not built yet XR

Loading a model

import { registerBuiltInLoaders } from '@babylonjs/loaders/dynamic';

registerBuiltInLoaders();
const result = await BABYLON.ImportMeshAsync('models/lantern.glb', scene);
examples/snippets/coming-from.ts
/**
 * A model baked to a `.drft` ahead of time, streamed in a few parts a frame. A draw function is
 * what the game calls inside its frame, once the camera and the light are bound.
 */
export function streamedModel(renderer: RendererApi, url: string) {
  const loader = new DrftLoader(renderer);
  void loader.load(url, { footprint: 1, height: 1.5 });
  const at = new SceneNode();
  at.updateWorld();
  return function draw(dt: number): void {
    loader.update(dt);
    const textures = loader.textures;
    const image = (index: number) => (index >= 0 ? (textures?.at(index) ?? null) : null);
    for (const part of loader.parts) {
      renderer.setMaterial({
        albedo: image(part.albedo),
        orm: image(part.orm),
        normal: image(part.normal),
        emissive: image(part.emissive),
      });
      renderer.drawMesh(part.mesh, at.worldMatrix);
    }
    renderer.setMaterial(null);
  };
}

A model is usually baked once, ahead of time, into a .drft container whose bytes are already laid out the way a GPU takes them, and DrftLoader streams it in a few parts a frame, so it builds up on screen instead of arriving after a wait. A game that has to open a model the player supplies converts it in a worker, which Importing models shows with a glTF, an OBJ and an STL. A load never throws: progress says what happened.

Physics

import HavokPhysics from '@babylonjs/havok';

const havok = await HavokPhysics();
scene.enablePhysics(new BABYLON.Vector3(0, -9.8, 0), new BABYLON.HavokPlugin(true, havok));

const sphere = BABYLON.MeshBuilder.CreateSphere('ball', { diameter: 2 }, scene);
sphere.position.y = 4;
new BABYLON.PhysicsAggregate(sphere, BABYLON.PhysicsShapeType.SPHERE, { mass: 1, restitution: 0.75 }, scene);
const ground = BABYLON.MeshBuilder.CreateGround('ground', { width: 10, height: 10 }, scene);
new BABYLON.PhysicsAggregate(ground, BABYLON.PhysicsShapeType.BOX, { mass: 0 }, scene);
examples/snippets/coming-from.ts
/**
 * A ball dropped on a floor. The world belongs to the game, steps inside `simulate`, and is read
 * back into a node to draw.
 */
export function fallingBall() {
  const world = new PhysicsWorld();
  world.addBody({ type: BODY_STATIC, shape: boxShape(5, 0.5, 5), y: -0.5 });
  const ball = world.addBody({
    type: BODY_DYNAMIC,
    shape: sphereShape(1),
    y: 4,
    restitution: 0.75,
  });
  const node = new SceneNode();
  return {
    simulate(dt: number): void {
      world.step(dt);
    },
    place(): SceneNode {
      const b = world.bodies;
      node.setPosition(b.posX[ball] ?? 0, b.posY[ball] ?? 0, b.posZ[ball] ?? 0);
      node.rotation[0] = b.rotX[ball] ?? 0;
      node.rotation[1] = b.rotY[ball] ?? 0;
      node.rotation[2] = b.rotZ[ball] ?? 0;
      node.rotation[3] = b.rotW[ball] ?? 1;
      node.markMoved();
      node.updateWorld();
      return node;
    },
  };
}

A physics body is attached to nothing. The world belongs to the game, steps inside simulate on the loop's fixed step, and the frame reads the bodies back into whatever it draws them with, here a node. The engine's physics is its own and deterministic: two runs of the same inputs reach the same state tick for tick, checked by a fingerprint, which is what lockstep networking and replays rest on. Babylon.js's deterministicLockstep engine option runs animations on a fixed step too; here the fixed step is the only loop there is.

What works differently

  • The frame is a list of calls. beginFrame, bindMeshPass with a camera and an environment, any number of draws, endFrame. Order and visibility are the program's, which is also why culling is something a program asks for.
  • Quality is decided when the renderer is made. Shadows, anti-aliasing, the output transform and most other options size GPU memory, so changing one means making a new renderer. Render quality lists them.
  • Emissive light has a switch. Nothing glows, whatever its emissive colour, until the environment's nightFactor is above zero. The name is about night scenes, not the clock.
  • Rules live in DriftScript. A .drs file is imported like a module and reloads in place while the game runs, with nothing reset. DriftScript in a game covers what belongs in one.

This page's source, on GitHub