playcanvas-engine
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
What this skill does
# PlayCanvas Engine Skill
Lightweight WebGL/WebGPU game engine with entity-component architecture, visual editor integration, and performance-focused design.
## When to Use This Skill
Trigger this skill when you see:
- "PlayCanvas engine"
- "WebGL game engine"
- "entity component system"
- "PlayCanvas application"
- "3D browser games"
- "online 3D editor"
- "lightweight 3D engine"
- Need for editor-first workflow
Compare with:
- **Three.js**: Lower-level, more flexible but requires more setup
- **Babylon.js**: Feature-rich but heavier, has editor but less mature
- **A-Frame**: VR-focused, declarative HTML approach
- Use PlayCanvas for: Game projects, editor-first workflow, performance-critical apps
---
## Core Concepts
### 1. Application
The root PlayCanvas application manages the rendering loop.
```javascript
import * as pc from 'playcanvas';
// Create canvas
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
// Create application
const app = new pc.Application(canvas, {
keyboard: new pc.Keyboard(window),
mouse: new pc.Mouse(canvas),
touch: new pc.TouchDevice(canvas),
gamepads: new pc.GamePads()
});
// Configure canvas
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
// Handle resize
window.addEventListener('resize', () => app.resizeCanvas());
// Start the application
app.start();
```
---
### 2. Entity-Component System
PlayCanvas uses ECS architecture: Entities contain Components.
```javascript
// Create entity
const entity = new pc.Entity('myEntity');
// Add to scene hierarchy
app.root.addChild(entity);
// Add components
entity.addComponent('model', {
type: 'box'
});
entity.addComponent('script');
// Transform
entity.setPosition(0, 1, 0);
entity.setEulerAngles(0, 45, 0);
entity.setLocalScale(2, 2, 2);
// Parent-child hierarchy
const parent = new pc.Entity('parent');
const child = new pc.Entity('child');
parent.addChild(child);
```
---
### 3. Update Loop
The application fires events during the update loop.
```javascript
app.on('update', (dt) => {
// dt is delta time in seconds
entity.rotate(0, 10 * dt, 0);
});
app.on('prerender', () => {
// Before rendering
});
app.on('postrender', () => {
// After rendering
});
```
---
### 4. Components
Core components extend entity functionality:
**Model Component**:
```javascript
entity.addComponent('model', {
type: 'box', // 'box', 'sphere', 'cylinder', 'cone', 'capsule', 'asset'
material: material,
castShadows: true,
receiveShadows: true
});
```
**Camera Component**:
```javascript
entity.addComponent('camera', {
clearColor: new pc.Color(0.1, 0.2, 0.3),
fov: 45,
nearClip: 0.1,
farClip: 1000,
projection: pc.PROJECTION_PERSPECTIVE // or PROJECTION_ORTHOGRAPHIC
});
```
**Light Component**:
```javascript
entity.addComponent('light', {
type: pc.LIGHTTYPE_DIRECTIONAL, // DIRECTIONAL, POINT, SPOT
color: new pc.Color(1, 1, 1),
intensity: 1,
castShadows: true,
shadowDistance: 50
});
```
**Rigidbody Component** (requires physics):
```javascript
entity.addComponent('rigidbody', {
type: pc.BODYTYPE_DYNAMIC, // STATIC, DYNAMIC, KINEMATIC
mass: 1,
friction: 0.5,
restitution: 0.3
});
entity.addComponent('collision', {
type: 'box',
halfExtents: new pc.Vec3(0.5, 0.5, 0.5)
});
```
---
## Common Patterns
### Pattern 1: Basic Scene Setup
Create a complete scene with camera, light, and models.
```javascript
import * as pc from 'playcanvas';
// Initialize application
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const app = new pc.Application(canvas);
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener('resize', () => app.resizeCanvas());
// Create camera
const camera = new pc.Entity('camera');
camera.addComponent('camera', {
clearColor: new pc.Color(0.2, 0.3, 0.4)
});
camera.setPosition(0, 2, 5);
camera.lookAt(0, 0, 0);
app.root.addChild(camera);
// Create directional light
const light = new pc.Entity('light');
light.addComponent('light', {
type: pc.LIGHTTYPE_DIRECTIONAL,
castShadows: true
});
light.setEulerAngles(45, 30, 0);
app.root.addChild(light);
// Create ground
const ground = new pc.Entity('ground');
ground.addComponent('model', {
type: 'plane'
});
ground.setLocalScale(10, 1, 10);
app.root.addChild(ground);
// Create cube
const cube = new pc.Entity('cube');
cube.addComponent('model', {
type: 'box',
castShadows: true
});
cube.setPosition(0, 1, 0);
app.root.addChild(cube);
// Animate cube
app.on('update', (dt) => {
cube.rotate(10 * dt, 20 * dt, 30 * dt);
});
app.start();
```
---
### Pattern 2: Loading GLTF Models
Load external 3D models with asset management.
```javascript
// Create asset for model
const modelAsset = new pc.Asset('model', 'container', {
url: '/models/character.glb'
});
// Add to asset registry
app.assets.add(modelAsset);
// Load asset
modelAsset.ready((asset) => {
// Create entity from loaded model
const entity = asset.resource.instantiateRenderEntity();
app.root.addChild(entity);
// Scale and position
entity.setLocalScale(2, 2, 2);
entity.setPosition(0, 0, 0);
});
app.assets.load(modelAsset);
```
**With error handling**:
```javascript
modelAsset.ready((asset) => {
console.log('Model loaded:', asset.name);
const entity = asset.resource.instantiateRenderEntity();
app.root.addChild(entity);
});
modelAsset.on('error', (err) => {
console.error('Failed to load model:', err);
});
app.assets.load(modelAsset);
```
---
### Pattern 3: Materials and Textures
Create custom materials with PBR workflow.
```javascript
// Create material
const material = new pc.StandardMaterial();
material.diffuse = new pc.Color(1, 0, 0); // Red
material.metalness = 0.5;
material.gloss = 0.8;
material.update();
// Apply to entity
entity.model.material = material;
// With textures
const textureAsset = new pc.Asset('diffuse', 'texture', {
url: '/textures/brick_diffuse.jpg'
});
app.assets.add(textureAsset);
app.assets.load(textureAsset);
textureAsset.ready((asset) => {
material.diffuseMap = asset.resource;
material.update();
});
// PBR material with all maps
const pbrMaterial = new pc.StandardMaterial();
// Load all textures
const textures = {
diffuse: '/textures/albedo.jpg',
normal: '/textures/normal.jpg',
metalness: '/textures/metalness.jpg',
gloss: '/textures/roughness.jpg',
ao: '/textures/ao.jpg'
};
Object.keys(textures).forEach(key => {
const asset = new pc.Asset(key, 'texture', { url: textures[key] });
app.assets.add(asset);
asset.ready((loadedAsset) => {
switch(key) {
case 'diffuse':
pbrMaterial.diffuseMap = loadedAsset.resource;
break;
case 'normal':
pbrMaterial.normalMap = loadedAsset.resource;
break;
case 'metalness':
pbrMaterial.metalnessMap = loadedAsset.resource;
break;
case 'gloss':
pbrMaterial.glossMap = loadedAsset.resource;
break;
case 'ao':
pbrMaterial.aoMap = loadedAsset.resource;
break;
}
pbrMaterial.update();
});
app.assets.load(asset);
});
```
---
### Pattern 4: Physics Integration
Use Ammo.js for physics simulation.
```javascript
import * as pc from 'playcanvas';
// Initialize with Ammo.js
const app = new pc.Application(canvas, {
keyboard: new pc.Keyboard(window),
mouse: new pc.Mouse(canvas)
});
// Load Ammo.js
const ammoScript = document.createElement('script');
ammoScript.src = 'https://cdn.jsdelivr.net/npm/[email protected]/ammo.js';
document.body.appendChild(ammoScript);
ammoScript.onload = () => {
Ammo().then((AmmoLib) => {
window.Ammo = AmmoLib;
// Create static ground
const ground = new pc.Entity('ground');
ground.addComponent('model', { type: 'plane' });
ground.setLocalScale(10, 1, 10);
ground.addComponent('rigidbody', {
type: pc.BODYTYPE_STATIC
});
ground.addCoRelated in Design
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