Coming from another engine

Coming from Three.js

What a Three.js scene, renderer, animation loop, geometry, light and loader become in DriftEngine, with the same program written in both.

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

Checked against Three.js r186, released on 24 September 2026, and its manual and source at that tag, on 3 October 2026.

Three.js is a library for drawing 3D on the web, and a game built on it chooses its own loop, physics, input and audio. DriftEngine is a game engine: the renderer comes with a fixed-step loop, its own physics, entities, input, audio, networking and a scripting language for the rules. Most of what a Three.js developer knows carries over directly. The largest difference is that no scene object holds what is drawn: a program keeps its meshes and nodes, and draws them every frame.

The first program

The cube from the Three.js manual's first chapter, on its WebGPU renderer, lit and turning:

import * as THREE from 'three/webgpu';

const renderer = new THREE.WebGPURenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 1000);
camera.position.z = 3;

const light = new THREE.DirectionalLight(0xffffff, 3);
light.position.set(0.4, 0.8, 0.3);
scene.add(light);

const cube = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshStandardMaterial({ color: 0x33bf59 }),
);
scene.add(cube);

renderer.setAnimationLoop((time) => {
  cube.rotation.y = (time / 1000) * 1.2;
  renderer.render(scene, camera);
});

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 renderer. createRenderer(canvas) takes the canvas the page already has and is awaited, because asking for a WebGPU device is asynchronous. Like THREE.WebGPURenderer, it uses WebGPU where the browser has it and WebGL2 where it does not; backend says which it got.
  • The scene. There is no THREE.Scene to add things to. A SceneNode is the nearest thing to a THREE.Object3D, 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 remove.
  • The box. THREE.BoxGeometry(1, 1, 1) takes the full width, height and depth. addBox takes 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 MeshBuilder writes for every shape. A textured surface is set before a draw with renderer.setMaterial, which Materials covers.
  • The light. A THREE.DirectionalLight shines from its position toward its target. directionalDir points the other way, from the scene toward the light, so a light placed at (0.4, 0.8, 0.3) aimed at the origin is directionalDir: [0.4, 0.8, 0.3].
  • The camera. Both cameras take a vertical field of view in degrees. The aspect ratio is given to updateMatrices each frame, so a resize needs nothing else.
  • The loop. setAnimationLoop calls back once per display refresh with the time. startLoop calls simulate sixty times a second, 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, and drawing goes in render. The loop explains why, and Hello world is this program in full, with its rule in DriftScript.

Conventions

Three.js DriftEngine
Axes Y up, a camera looks down its negative Z the same, in metres and seconds
A box full width, height and depth a centre and half extents
A rotation rotation in Euler radians, or quaternion a quaternion, x, y, z, w, or setRotationAxisAngle
A directional light from position toward target directionalDir, toward the light
A matrix elements column-major; set() takes rows a column-major Float32Array of sixteen
A colour a hex number or a THREE.Color [r, g, b] from 0 to 1
Time THREE.Timer, since THREE.Clock is deprecated from r183 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

Three.js DriftEngine Where
THREE.WebGPURenderer, THREE.WebGLRenderer createRenderer, one renderer with two backends Backends
THREE.Scene, THREE.Object3D, THREE.Group SceneNode, parented with attachChild The scene graph
THREE.BufferGeometry, the geometry classes MeshBuilder, uploaded once with renderer.createMesh Meshes
THREE.MeshStandardMaterial renderer.setMaterial, with colour, packed ORM, normal and emissive maps Materials
THREE.MeshPhysicalMaterial.anisotropy, alphaHash a material's model (anisotropicModel, and hair, skin and eye models besides), and cutoutMode: 'dithered' Materials
THREE.CompressedTexture a CompressedTextureSource of BC blocks, where renderer.compressedFormats has the format Materials
THREE.InstancedMesh instanced draws Instancing
THREE.PointLight, THREE.SpotLight point and spot lights, chosen per frame Lights
shadow maps on a light the sun's shadow map, and shadows from point and spot lights Shadows
post-processing passes bloom, ambient occlusion and antialiasing, and passes of your own Post-processing, Custom passes
GLTFLoader a .drft container baked ahead of time, or a model converted in a worker Importing models
THREE.AnimationMixer clips, blend trees and IK Animation
THREE.Raycaster a ray through a pixel against meshes registered for picking, and rays against the physics world Picking, Queries
a physics library beside it PhysicsWorld, the engine's own Rigid bodies
THREE.Audio, THREE.PositionalAudio a mix, placed sounds and rooms Audio
renderer.xr WebXR sessions, the head, controllers and hands; drawing into a headset is not built yet XR

Loading a model

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

const gltf = await new GLTFLoader().loadAsync('models/lantern.glb');
scene.add(gltf.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);
  };
}

GLTFLoader reads a glTF file when the page loads it. Here 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

Three.js has no physics of its own; its examples bring Ammo, Jolt or Rapier in through addons. The engine has one, written for it, 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.

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;
    },
  };
}

The world steps inside simulate, on the loop's fixed step, and the frame reads the bodies back. A body is an index into flat arrays of positions and rotations, so reading every body costs no allocation.

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