Coming from another engine
Coming from PlayCanvas
What a PlayCanvas application, entity, component, script, light, asset and rigid body become in DriftEngine, with the same program written in both.
npm install @driftengine/core @driftengine/assets @driftengine/physics @driftengine/entities
Checked against the PlayCanvas engine 2.23.0, released on 1 October 2026, and its user manual and source at that version, on 3 October 2026. This page is about the engine used from code; the PlayCanvas Editor is outside its scope.
PlayCanvas and DriftEngine are both game engines for the web, with a renderer on WebGPU and WebGL2, physics stepped at a fixed rate, audio, input and Gaussian splats, and both keep the same axes: Y up and a forward of negative Z. Two things change the most. No scene graph of entities holds what is drawn: a program keeps its meshes and nodes, and draws them every frame. And behaviour is written as DriftScript systems over components, where PlayCanvas attaches script classes to entities.
The first program
The spinning box from the PlayCanvas guide to using the engine without the Editor, with a colour and a directional light:
import * as pc from 'playcanvas';
const canvas = document.getElementById('application');
const device = await pc.createGraphicsDevice(canvas, { deviceTypes: [pc.DEVICETYPE_WEBGPU] });
const options = new pc.AppOptions();
options.graphicsDevice = device;
options.componentSystems = [pc.RenderComponentSystem, pc.CameraComponentSystem, pc.LightComponentSystem];
options.resourceHandlers = [pc.TextureHandler, pc.ContainerHandler];
const app = new pc.AppBase(canvas);
app.init(options);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.start();
addEventListener('resize', () => app.resizeCanvas());
const camera = new pc.Entity();
camera.addComponent('camera', { clearColor: new pc.Color(0.3, 0.3, 0.7), fov: 60 });
camera.setPosition(0, 0, 3);
app.root.addChild(camera);
const light = new pc.Entity();
light.addComponent('light', { type: 'directional' });
light.setEulerAngles(45, 45, 0);
app.root.addChild(light);
const material = new pc.StandardMaterial();
material.diffuse = new pc.Color(0.2, 0.75, 0.35);
material.update();
const box = new pc.Entity();
box.addComponent('render', { type: 'box', material });
app.root.addChild(box);
app.on('update', (dt) => box.rotate(0, 70 * dt, 0));The same program here:
/** 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 device.
pc.createGraphicsDevicetries the device types it is given and adds WebGL2 to the end of the list itself.createRenderer(canvas)does the same with WebGPU first, andbackendsays which it got. Nothing has to be registered first: there are no component systems or resource handlers to list, because a program imports what it uses. - The hierarchy. There is no
app.root. ASceneNodeis the nearest thing to apc.GraphNode, a transform with a parent, and the frame draws a mesh at a node'sworldMatrix. A mesh the frame stops drawing is gone, and there is nothing to remove from a hierarchy. - The box. A render component's
boxis a cube with sides of length 1.addBoxtakes a centre and half extents, so the same cube is[0.5, 0.5, 0.5]. - The material. The colour here is vertex data, which
MeshBuilderwrites for every shape. A textured surface is set before a draw withrenderer.setMaterial, which Materials covers. - The light. A PlayCanvas directional light shines along its entity's negative Y axis, and is
aimed by rotating the entity.
directionalDiris a direction, from the scene toward the light. - The camera. Both take a vertical field of view in degrees by default. The aspect ratio is
given to
updateMatriceseach frame, so a resize needs nothing else. - The loop. The application's
updateevent comes once per frame with that frame'sdt.startLoopcallssimulatesixty times a second with a fixeddt, however fast the display is, andrenderonce per displayed frame withalpha, how far the display has got between the last two steps. It is the arrangement PlayCanvas uses for its physics, applied to every rule. Rules go insimulate, and drawing goes inrender. The loop explains why, and Hello world is this program in full, with its rule in DriftScript.
Conventions
| PlayCanvas | DriftEngine | |
|---|---|---|
| Axes | Y up, forward is negative Z | the same |
| Units | a metre to a unit, for physics | metres and seconds |
| A rotation | Euler angles in degrees, or a pc.Quat |
a quaternion, x, y, z, w, or setRotationAxisAngle in radians |
| A box | a unit cube, scaled by its entity | a centre and half extents |
| A directional light | along its entity's negative Y axis | directionalDir, toward the light |
| A colour | pc.Color, from 0 to 1 |
[r, g, b] from 0 to 1 |
| Time | the frame's dt, in seconds |
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
| PlayCanvas | DriftEngine | Where |
|---|---|---|
pc.createGraphicsDevice, pc.AppBase |
createRenderer, one renderer with two backends |
Backends |
pc.GraphNode, app.root |
SceneNode, parented with attachChild |
The scene graph |
| an entity and its components | an entity in a World, with components declared in DriftScript |
Entities |
a script class with update(dt) |
a DriftScript system over a query | DriftScript in a game |
| the render component | MeshBuilder and renderer.createMesh, drawn with drawMesh |
Meshes |
pc.StandardMaterial |
renderer.setMaterial, with colour, packed ORM, normal and emissive maps |
Materials |
pc.StandardMaterial anisotropy, alphaToCoverage |
anisotropicModel, and cutoutMode: 'dithered', which the frame resolves |
Materials |
| the light component | the environment's sun, and point and spot lights | Lights |
| a container asset from a glTF | a .drft container baked ahead of time, or a model converted in a worker |
Importing models |
| the anim component | clips, blend trees and IK | Animation |
| the rigidbody and collision components | PhysicsWorld, the engine's own |
Rigid bodies |
app.systems.rigidbody ray casts |
rays and sweeps against the physics world | Queries |
| the sound component | a mix, placed sounds and rooms | Audio |
| screen and element components | interface trees with layout, focus and themes | Interface |
| the gsplat component | splat captures | Splats |
Behaviour
import { Script } from 'playcanvas';
export class Fall extends Script {
static scriptName = 'fall';
vy = 0;
bounce = 0.75;
update(dt) {
const p = this.entity.getLocalPosition();
this.vy -= 9.81 * dt;
let y = p.y + this.vy * dt;
if (y < 0.35) {
y = 0.35;
this.vy = -this.vy * this.bounce;
}
this.entity.setLocalPosition(p.x, y, p.z);
}
}A script class belongs to one entity and runs once a frame. A DriftScript system runs once a step over every entity that has the components it names, and says which it reads and writes, so the engine can order systems and check their access. The same fall, from the in-game tools example, as one system over every ball:
let GRAVITY: f32 = 9.81
let FLOOR: f32 = 0.35
// Slower than this at the floor and a ball stops bouncing.
let REST: f32 = 0.4
system Fall {
writes Ball
update {
for e in query<Ball>() {
e.Ball.vy = e.Ball.vy - GRAVITY / 60
e.Ball.y = e.Ball.y + e.Ball.vy / 60
if e.Ball.y < FLOOR {
e.Ball.y = FLOOR
let speed = 0 - e.Ball.vy
if speed > REST {
e.Ball.impact = speed
e.Ball.hits = e.Ball.hits + 1
e.Ball.vy = speed * e.Ball.bounce
} else {
e.Ball.vy = 0
}
}
}
}
}The components are declared in the same language, and a game adds them to entities in a World
from TypeScript or from another script. A .drs file reloads in place while the game runs, with
every entity keeping its values. Entities covers worlds, queries,
prefabs and rewinding them.
Loading a model
const asset = new pc.Asset('lantern', 'container', { url: 'models/lantern.glb' });
app.assets.add(asset);
asset.ready(() => app.root.addChild(asset.resource.instantiateRenderEntity()));
app.assets.load(asset);/**
* 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
PlayCanvas's physics is ammo.js, a WebAssembly build of Bullet, through the rigidbody and collision components. The engine's 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.
/**
* 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 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.
What works differently
- The frame is a list of calls.
beginFrame,bindMeshPasswith 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
nightFactoris above zero. The name is about night scenes, not the clock.