Birds-eye Sub-engine Demo
Sample tile-based world using TileMap + TilePathfinder + TileEntity + TurnManager from @dracon/canvas2d's birds-eye sub-engine (v0.3.0). Shows the soft-mesh internal structure: birds-eye composes Camera + Lighting + Atmosphere + PostProcess + colorGrade as workspace sub-modules.
About
Official Dracon birds-eye sub-engine demo. The 4 new classes from @dracon/canvas2d v0.3.0 (TileMap, TilePathfinder, TileEntity, TurnManager) compose a 16x12 tile-based world with a torch in the center. Click a tile to compute a path with A* and watch the player walk. The demo demonstrates the soft-mesh internal structure (per STRATEGIC-LIBRARY-MESH-2026-06-17.md §7 Step 2): the BirdsEyeCanvas Svelte 5 wrapper imports Camera, Lighting, Atmosphere, PostProcess, and colorGrade as workspace sub-modules — not from the library's monolithic entry point. The 4 birds-eye classes are exportable independently for headless strategy/RPG/roguelike use.
Runs on
- Browser
- Chrome 120+, Edge 120+, Firefox 120+, Safari 17+
- GPU
- any
- RAM
- 512 MB
- Asset size
- 1 MB
- Notes
- SvelteKit static demo. 16x12 tile map with a torch in the center, 1 player + 1 enemy entity, A* pathfinding on click. Built on @dracon/canvas2d v0.3.0 birds-eye sub-engine. The Mesh-internal structure means future consumers (strategy, RPG, roguelike, tower defense) can use just the 4 birds-eye classes (TileMap, TilePathfinder, TileEntity, TurnManager) without the visual component.