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thejustinwalsh/three-flatland has 36 GitHub stars and 2 forks. GitHot measured 0 stars in 24 hours, 0 in 7 days, and 0 in 15 days. Last checked 2026-11-11 00:28 UTC. Last push 2026-10-19.

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The composable 2D library for Three.js

What you can do

  • 2D primitives on the Three.js scene graph. Sprite2D, AnimatedSprite2D, SpriteGroup, and TileMap2D as plain Object3D subclasses. Transform hierarchy and render order are independent (sortLayer + zIndex).
  • TSL-native effect composition. Effects are TSL node graphs that ride on a shared material. Sprites in a batch stay batched as effects come and go.
  • Effect-aware sprite batching. Compatible sprites stay batched as effects change, with per-sprite values packed into shared GPU buffers.
  • Spritesheet animation with frame-precise timing. AnimationController handles play/pause/onComplete; declare named animations against a sheet.

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README.md

Original

three-flatland banner

three-flatland

2D sprites, tilemaps, and TSL-composable effects for Three.js, built for WebGPU.

[!IMPORTANT] Alpha — three-flatland is in active development. The library targets GPU-driven 2D rendering on WebGPU; the API will evolve as the underlying systems settle. Open an issue or comment on GitHub to shape what gets built.

Features

  • 2D primitives on the Three.js scene graph. Sprite2D, AnimatedSprite2D, SpriteGroup, and TileMap2D as plain Object3D subclasses. Transform hierarchy and render order are independent (sortLayer + zIndex).
  • TSL-native effect composition. Effects are TSL node graphs that ride on a shared material. Sprites in a batch stay batched as effects come and go.
  • Effect-aware sprite batching. Compatible sprites stay batched as effects change, with per-sprite values packed into shared GPU buffers.
  • Spritesheet animation with frame-precise timing. AnimationController handles play/pause/onComplete; declare named animations against a sheet.
  • Tilemap loaders for Tiled and LDtk. Animated tiles supported.
  • Pixel-perfect by default. FlatlandConfig coordinates texture loading, integer camera scale, and projected-pivot snapping; override the whole pipeline or one subsystem.
  • Render to texture for 2D-on-3D. The Flatland class composes a 2D scene with a pixel-perfect orthographic camera and optional RenderTarget; sample the result on any 3D material (mesh.material.map = flatland.texture).
  • React Three Fiber integration via three-flatland/react. Re-exports the core surface plus JSX type augmentation; attachEffect covers the add/remove lifecycle.
  • Tree-shakeable subpath exports. three-flatland/sprites, /animation, /loaders, /cameras, /config, /pipeline, /tilemap, /materials. Import only what you use.

Installation

# Core library (Three.js)
npm install three-flatland three

# For React Three Fiber
npm install three-flatland @react-three/[email protected] react@~19.2.0 react-dom@~19.2.0

# TSL shader nodes
npm install @three-flatland/nodes

For a new project, run pnpm create three-flatland and choose the Three.js or React template. See installation for the available options.

Quick Start

Three.js

import { WebGPURenderer } from 'three/webgpu'
import { Scene } from 'three'
import { PixelPerfectCamera, Sprite2D, SpriteGroup, TextureLoader } from 'three-flatland'

const scene = new Scene()
const camera = new PixelPerfectCamera({ viewSize: 600 })

const renderer = new WebGPURenderer()
renderer.setSize(800, 600)
camera.setDrawingBufferSize(renderer.domElement.width, renderer.domElement.height)
renderer.setViewport(camera.getLogicalViewport(renderer.getPixelRatio()))
document.body.appendChild(renderer.domElement)
await renderer.init()

const texture = await TextureLoader.load('/sprite.png')

// SpriteGroup handles automatic batching
const group = new SpriteGroup()
scene.add(group)

const sprite = new Sprite2D({ texture, anchor: [0.5, 0.5] })
group.add(sprite)

function animate() {
  requestAnimationFrame(animate)
  renderer.render(scene, camera)
}
animate()

React Three Fiber

import { Canvas, extend, useLoader } from '@react-three/fiber/webgpu'
import { Suspense } from 'react'
import { Sprite2D, SpriteGroup, TextureLoader, usePixelPerfectCamera } from 'three-flatland/react'

extend({ Sprite2D, SpriteGroup })

function Camera() {
  usePixelPerfectCamera({ viewSize: 600 })
  return null
}

function Sprite() {
  const texture = useLoader(TextureLoader, '/sprite.png')
  return (
    <spriteGroup>
      <sprite2D texture={texture} anchor={[0.5, 0.5]} />
    </spriteGroup>
  )
}

export default function App() {
  return (
    <Canvas orthographic>
      <Camera />
      <Suspense>
        <Sprite />
      </Suspense>
    </Canvas>
  )
}

Core Concepts

Sort layers and z-ordering

Unlike traditional 3D engines, three-flatland separates transform hierarchy from render order:

import { SortLayers, Sprite2D } from 'three-flatland'

// Scene graph controls position inheritance
const player = new THREE.Group()
const shadow = new Sprite2D({ texture: shadowTex })
const body = new Sprite2D({ texture: bodyTex })
player.add(shadow, body)

// Render order is explicit and independent
shadow.sortLayer = SortLayers.SHADOWS // Renders first
body.sortLayer = SortLayers.ENTITIES // Renders on top

// Shadow moves with player but always renders below
player.position.x += 10

Animation

import { AnimatedSprite2D, SpriteSheetLoader } from 'three-flatland'

const sheet = await SpriteSheetLoader.load('/sprites/player.json')

const player = new AnimatedSprite2D({
  spriteSheet: sheet,
  animationSet: {
    animations: {
      idle: { frames: ['idle_0', 'idle_1', 'idle_2'], fps: 8 },
      run: { frames: ['run_0', 'run_1', 'run_2', 'run_3'], fps: 12 },
      attack: { frames: ['attack_0', 'attack_1'], fps: 15, loop: false },
    },
  },
  animation: 'idle',
})

player.update(deltaMs)
player.play('run')
player.play('attack', { onComplete: () => player.play('idle') })

Composable TSL Effects

import { createMaterialEffect } from 'three-flatland'
import { tintAdditive } from '@three-flatland/nodes'
import { vec4 } from 'three/tsl'

const DamageFlash = createMaterialEffect({
  name: 'damageFlash',
  schema: { intensity: 1 } as const,
  node: ({ inputColor, attrs }) => {
    const flashed = tintAdditive(inputColor, [1, 1, 1], attrs.intensity)
    return vec4(flashed.rgb.mul(inputColor.a), inputColor.a)
  },
})

const flash = new DamageFlash()
sprite.addEffect(flash)
flash.intensity = 0.8 // Animate per frame

Packages

Package Description
three-flatland Default entry. Sprites, animation, tilemaps, materials, lights, events, everyday loaders.
three-flatland/react React Three Fiber subpath. Re-exports core plus JSX type augmentation.
create-three-flatland Project scaffolder. npm create three-flatland@latest.
@three-flatland/nodes A specific 2D shader effect (retro/CRT, blur, distortion, color, upscale) without hand-writing TSL.
@three-flatland/presets Lit sprites working immediately. Thin — DefaultLightEffect and NormalMapProvider.
@three-flatland/normals Dynamic lighting on flat 2D art without hand-authoring normal maps.
@three-flatland/atlas Loose sprite PNGs into one draw-call-friendly atlas, optionally polygon-trimmed for overdraw.
@three-flatland/alphamap Pixel-perfect pointer hit testing on transparent sprites instead of bounding-box hits.
@three-flatland/image PNG/WebP/AVIF/KTX2 encode and decode, plus Ktx2Loader.
@three-flatland/bake Offline-bake framework and the flatland-bake binary.
@three-flatland/slug Text that stays sharp at any zoom or perspective; thousands of glyphs in one draw call.
@three-flatland/skia Immediate-mode 2D canvas in the scene: arbitrary paths, boolean ops, filters, gradients, images.
@three-flatland/devtools Live inspection of scene, material, and sprite state.
@three-flatland/skills Agent skills for TSL and the three-flatland ecosystem.

Requirements

  • three ^0.185.1 (TSL/WebGPU support)
  • React ~19.2.0 (for three-flatland/react, capped below 19.3 by R3F alpha.3)
  • @react-three/fiber 10.0.0-alpha.3 (for React, WebGPU support)

Documentation

Full docs, interactive examples, and API reference at tjw.dev/three-flatland.

When not to reach for three-flatland

  • 3D scenes. Use Three.js directly. three-flatland adds nothing for non-2D work and the batching system assumes orthographic-style 2D composition.
  • WebGL-1-only targets. WebGPURenderer can use Three.js's WebGL 2 node backend when WebGPU is unavailable; legacy WebGL 1 is out of scope.
  • DOM-overlay UI. For HTML UI layered over a canvas, use the DOM. three-flatland is a renderer, not a UI toolkit.

Roadmap

  • Core sprite system (Sprite2D, materials, loaders)
  • Animation system (AnimatedSprite2D, AnimationController)
  • 2D render pipeline with effect-aware sprite batching
  • TSL effect nodes (composable shader nodes)
  • Tilemap support (Tiled, LDtk)
  • React Three Fiber integration
  • Skia GPU text rendering via WASM
  • Render targets for 2D-on-3D (via Flatland class)
  • Slug text rendering (@three-flatland/slug)
  • 2D lighting & shadows (@three-flatland/presets)
  • VS Code tools (three-flatland.fl-tools)
  • Effect presets (@three-flatland/presets)
  • Particles

License

MIT

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