- Merge _macroDefineIncludeMap and the would-be output cache into a single
_chunkCache: Map<path, {output, macros}>. Cache hits now skip the entire
parse() recursion instead of re-running _includeReg.replace.
- Drop the parseMacro=false parameter — it was a workaround for the
cache-not-cached-enough issue, no longer needed.
- Collapse _symbolReg + _funcCallReg into a single _referenceReg.
- Extract _registerDefine, drop dead !!valueRaw guard (the regex's [ ]+
before value already enforces non-empty capture).
- Collapse _mergeMacroDefineLists branches with ??=, also isolates cache
arrays from caller mutation.
Net: -35 lines, no behavior change, 24/24 shader-lab tests pass.
Performance unchanged within measurement noise.
Galacean Engine
Galacean Engine is a high-performance, real-time interactive engine designed primarily for web and mobile platforms. It employs a component system architecture and emphasizes ease of use and lightweight design. Developers can create projects using either editor or pure code.
Features
- 🖥 Platform - Support HTML5 and wechat minigame
- 🔮 Graphics - Advanced 2D + 3D graphics engine
- 🏃 Animation - Powerful animation system
- 🧱 Physics - Powerful and easy-to-use physical features
- 🎨 GUI - Flexible UI system with drag-and-drop and dynamic interactions
- 👆 Input - Easy-to-use interactive capabilities
- 📑 Scripts - Use TypeScript to write logic efficiently
Usage
Using Editor
We recommend using Editor for a streamlined workflow that enables seamless integration between artists and developers. Its intuitive visual tools allow artists to quickly create scenes and enable developers to write custom logic, with convenient platform export. You can even create projects based on pre-built case templates.
Using Pure Code
If you want to build your project using pure code via runtime, install the engine from npm:
npm install @galacean/engine
Create a simple scene:
import { BlinnPhongMaterial, Camera, DirectLight, MeshRenderer, WebGLEngine, PrimitiveMesh } from "@galacean/engine";
// Create engine by passing in the HTMLCanvasElement id and adjust canvas size
const engine = await WebGLEngine.create({ canvas: "canvas-id" });
engine.canvas.resizeByClientSize();
// Get scene and create root entity
const scene = engine.sceneManager.activeScene;
const rootEntity = scene.createRootEntity("Root");
// Create light
const lightEntity = rootEntity.createChild("Light");
const directLight = lightEntity.addComponent(DirectLight);
lightEntity.transform.setRotation(-45, -45, 0);
directLight.intensity = 0.4;
// Create camera
const cameraEntity = rootEntity.createChild("Camera");
cameraEntity.addComponent(Camera);
cameraEntity.transform.setPosition(0, 0, 12);
// Create sphere
const meshEntity = rootEntity.createChild("Sphere");
const meshRenderer = meshEntity.addComponent(MeshRenderer);
const material = new BlinnPhongMaterial(engine);
meshRenderer.setMaterial(material);
meshRenderer.mesh = PrimitiveMesh.createSphere(engine, 1);
// Run engine
engine.run();
Contributing
This repository contains the runtime's source code and documentation. Everyone is welcome to contribute—whether you find a bug, have a feature request, or want to tackle a task from our roadmap, please get in touch.
Make sure to read the Contributing Guide / 贡献指南 before submitting changes.
Clone
Prerequisites:
- git-lfs (Install by official website)
Clone this repository:
git clone git@github.com:galacean/engine.git
Build
Prerequisites:
- Node.js v15.0.0+ and NPM (Install by official website)
- PNPM (Install globally by
npm install -g pnpm)
In the folder where you have cloned the repository, install the build dependencies using pnpm:
pnpm install
Then, to build the source, using npm:
npm run b:all
Links
License
The engine is released under the MIT license. See LICENSE file.