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.
- 2D primitives on the Three.js scene graph.
Sprite2D,AnimatedSprite2D,SpriteGroup, andTileMap2Das plainObject3Dsubclasses. Transform hierarchy and render order are independent (layer+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.
- Sprite batching via ECS. A
koota-backed batch system keeps archetypes optimal; per-sprite uniforms pack into shared GPU buffers. - Spritesheet animation with frame-precise timing.
AnimationControllerhandles play/pause/onComplete; declare named animations against a sheet. - Tilemap loaders for Tiled and LDtk. Animated tiles supported.
- Render to texture for 2D-on-3D. The
Flatlandclass composes a 2D scene with an orthographic camera and optionalRenderTarget; 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;attachEffectcovers the add/remove lifecycle. - Tree-shakeable subpath exports.
three-flatland/sprites,/animation,/loaders,/pipeline,/tilemap,/materials. Import only what you use.
# Core library (Three.js)
npm install three-flatland three koota
# For React Three Fiber
npm install three-flatland @react-three/fiber@alpha react react-dom
# TSL shader nodes
npm install @three-flatland/nodesimport { WebGPURenderer } from 'three/webgpu'
import { Scene, OrthographicCamera } from 'three'
import { Sprite2D, SpriteGroup, TextureLoader } from 'three-flatland'
const scene = new Scene()
const camera = new OrthographicCamera(-400, 400, 300, -300, 0.1, 1000)
camera.position.z = 100
const renderer = new WebGPURenderer()
renderer.setSize(800, 600)
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()import { Canvas, extend, useLoader } from '@react-three/fiber/webgpu'
import { Suspense } from 'react'
import { Sprite2D, SpriteGroup, TextureLoader } from 'three-flatland/react'
extend({ Sprite2D, SpriteGroup })
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={{ zoom: 1, position: [0, 0, 100] }}>
<Suspense>
<Sprite />
</Suspense>
</Canvas>
)
}Unlike traditional 3D engines, three-flatland separates transform hierarchy from render order:
import { Sprite2D, Layers } 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.layer = Layers.SHADOWS // Renders first
body.layer = Layers.ENTITIES // Renders on top
// Shadow moves with player but always renders below
player.position.x += 10import { 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') })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| Package | Description |
|---|---|
three-flatland |
Core library. Sprites, materials, animation, loaders, tilemaps, render pipeline. |
three-flatland/react |
React Three Fiber subpath. Re-exports core plus JSX type augmentation. |
@three-flatland/nodes |
TSL shader nodes for effects (per-category subpaths). |
@three-flatland/skia |
Skia compiled to WASM. GPU vector graphics, text, paths, image filters. |
@three-flatland/devtools |
Tweakpane v4 theme + React hooks. Devtools panel for Flatland scenes. |
@three-flatland/presets |
Pre-configured effect combinations (in development). |
- three >= 0.183.1 (TSL/WebGPU support)
- koota >= 0.6.5 (ECS for batch rendering)
- React >= 19.0.0 (for
three-flatland/react, usesuse()hook) - @react-three/fiber >= 10.0.0-alpha.2 (for React, WebGPU support)
Full docs, interactive examples, and API reference at tjw.dev/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. TSL targets WebGPU and WebGL 2; 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.
- Core sprite system (Sprite2D, materials, loaders)
- Animation system (AnimatedSprite2D, AnimationController)
- 2D render pipeline with ECS-driven 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
Flatlandclass) - Slug text rendering (in development)
- 2D lighting & shadows (in development)
- VS Code tools (in development)
- Effect presets
- Particles
