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Dracon Games

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.

demo
  • demo
  • birds-eye
  • canvas2d
  • showcase
  • tile-based

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.