phaser
Excalibur

phaser | Excalibur | |
---|---|---|
15 | 11 | |
38,184 | 2,033 | |
0.6% | 1.8% | |
9.5 | 9.6 | |
3 days ago | 11 days ago | |
JavaScript | TypeScript | |
MIT License | BSD 2-clause "Simplified" License |
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phaser
- Da Glória ao Caos: como CJS e ESM dividem o JavaScript até hoje
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Gamedev.js Jam 2025 start and theme announcement!
Gold : GitHub, Phaser Studio, OP Games, Playhop
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Show HN: 1M+ animated GPU sprites in JavaScript
This is super cool & I'm impressed that it's working with WebGL.
From reading the code & seeing the examples in the sandbox, it looks like the sprite layer is defined one time (initialization) with specific sprite & animation properties that are exposed to JS via the SpriteGPULayer config https://github.com/phaserjs/phaser/blob/v4.0.0-beta.5/src/ga... , then that class passes the info over to the vertex shader which has ifdefs to determine which animation, other features are enabled for a given SpriteGPULayer - https://github.com/phaserjs/phaser/blob/v4.0.0-beta.5/src/re...
This way you don't end up having to do any updates per frame on the CPU and it remains one draw call for the entire layer right?
Are there other use cases besides from large scale sprite/animated backgrounds that you've thought of?
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Dev Log #14 - Phaser.js and game dev
I've started working on a simple interactive version of my portfolio using Phaser.js.
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Mundane Blaster - Web Game Challange đź‘˝
This is first time i used Phaser for making a game but it's a very nice and easy HTML5 framework and i follow tutorial to use phaser and after few of them, i tried to add few things and make the gameplay how i would enjoy, so i learn about spritesheets and audios and then how many states we have to keep in mind while building a game, like preload(), create() and update() and how to manage these before adding anything or changing in the game. 👾
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Engines to get you started in your web-based gaming development
Phaser
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Ask HN: Platform for 11 year old to create video games?
https://phaser.io/. It’s more of a game framework in JavaScript with built in libraries for collision. The getting started tutorial is decent/short and gives a good idea of what is going on.
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Achieving Success in Online Learning: A Practical Guide
Phasor which uses TypeScript or JavaScript
- Alternatives to Flash Player for Videogame Coding?
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3 years of fulltime Rust game development, and why we're leaving Rust behind
If you're targeting the browser first why not use a browser first library like PhaserJS [0]?. I don't see a reason to work around with WASM; HTML5 canvas might be everything that you need.
[0] https://phaser.io/
Excalibur
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Still working on the river tiles
This sounds like I'm ballooning the scope out to become something unachievable, so I need to be smart about it, and only implement the parts of the engine that I need at any particular moment. I'm planning on leaning on the architecture of the fantastic, yet little known engine, excalibur.js as a guide.
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🗡️Excalibur v0.30.0 Released!
15k average monthly page views of excaliburjs.com
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One-Byte Explainer: Excalibur.JS
Link to Excalibur.js
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Pathfinding Part 2 with A*
ExcaliburJS is a friendly, TypeScript 2D game engine that can produce games for the web. It is free and open source (FOSS), well documented, and has a growing, healthy community of gamedevs working with it and supporting each other. There is a great discord channel for it HERE, for questions and inquiries. Check it out!!!
- [AskJS] any recommended frameworks for making 2d games in browser?
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My first week of focused prototyping: A link round-up
Excalibur.js - A game engine for the web written in TypeScript. It’s my current choice for prototyping because the docs are clearly written and the TypeScript tells you the rest. https://excaliburjs.com/
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What are developers these days using for creating browser games?
I'm a web dev by profession working on large scale web apps. I absolutely hate Phaser. It feels like going a decade back in time. Excalibur is newer to the market though and I've played around with it and really enjoyed it. Written with TypeScript and they're working on implementing an ECS system. https://excaliburjs.com/
- I need a REALLY lightweight engine
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Anyone successfully combined PixiJs and an ECS library before?
Another option is Excalibur, a game engine being built in TypeScript. Looks great and their docs are easy to follow. I tried it out to make a simple game, and was able to produce something in a couple hours. I saw a few PRs get merged a while back that involved their own implementation of an ECS system. I think the work is still in progress though, so I don't know if they've documented it yet. Their team do this as a hobby I think, so progress is pretty slow since it occupies their free time. https://excaliburjs.com/ https://github.com/excaliburjs/Excalibur/pulls
What are some alternatives?
kaboom.js - đź’Ą JavaScript game library **Abandoned** Succeeded by KAPLAY
LittleJS - LittleJS is the tiny fast HTML5 game engine with many features and no dependencies. đźš‚ Choo-Choo!
Godot - Godot Engine – Multi-platform 2D and 3D game engine
DuckEngine - A 2D Game Engine for the web.
cocos-engine - Cocos simplifies game creation and distribution with Cocos Creator, a free, open-source, cross-platform game engine. Empowering millions of developers to create high-performance, engaging 2D/3D games and instant web entertainment.
hatetris - Tetris which always gives you the worst piece
