what it does
Everything a scene needs, in a line.
the capabilities
- Real light — shadows fall where they should, highlights glint, and the whole frame gets a cinematic finish (glow, soft shading, a filmic grade) — not a CSS filter.
- Shapes in a line — hills from your data, tubes along a path, spheres, turned profiles, extruded footprints — the geometry library builds them, smooth shading included.
- Ribbons — strokes with real width that live inside the scene: paths, trails, beams, waves.
- Motion for free — blend one shape into another, move whole groups — the heavy lifting happens on the GPU, so nothing stutters.
- Crowds of thousands — build one tree, one bird, one blade of grass and the GPU draws ten thousand: each swaying to its own wind, or flying in a murmuration that splits and merges.
- Real water — the scene reflects in it, waves and all: birds overhead, trees on the bank, lights at dusk.
- Figures that walk — skeletons grown from code: people, animals, your own rigs — knees, wings and tails moving on real joints.
- Fly it — free-flight controls when a scene deserves exploring: drag to look, scroll to fly.
- A living skin — blood, pulse and light-through-tissue, for when your subject is alive.
- Zero dependencies — one package; the browser is the whole runtime.
- Charts port forward — the engine speaks the charts API, so your chart recipes run here as-is.
- Objectives — give a scene a goal and it drives itself there; a live meter tells you what's moving and when it has settled.
- Collision control — flag a mesh
collider: trueand the world knows where it is: bounce off it, probe it, cast a beam that stops at the first thing it touches. Colliders ride their group transforms. - Poster frames — every window paints its own first frame as a still at page load, and the animation starts only when watched: the placeholder-image pattern, built in.