Infrastructure Packages
Layer: 8
| Package | Description |
|---|---|
| @web-engine-dev/asset-pipeline | Build-time asset processing pipeline for game engines. Supports importers, processors, and incremental builds. |
| @web-engine-dev/assets | Async asset loading with handles, caching, and hot-reload support |
| @web-engine-dev/binary-compression | LZ4 WASM compression for fast runtime compression/decompression |
| @web-engine-dev/build | Build orchestration for game projects with multi-platform targets |
| @web-engine-dev/debug | Debug visualization tools with 2D/3D drawing primitives and projection support |
| @web-engine-dev/geometry-compression | Engine-native geometry compression with optional Draco/meshopt decoding |
| @web-engine-dev/hot-reload | Development-time hot reloading for assets, scripts, and components |
| @web-engine-dev/level | Level and world management for game development - loading, unloading, transitions, and streaming |
| @web-engine-dev/pooling | Object pooling with generic pools, recycling, and statistics tracking |
| @web-engine-dev/prefab | Reusable entity templates (prefabs) for game engines. Supports variants, nesting, and runtime modification. |
| @web-engine-dev/save | Save/load system with serialization, save slots, auto-save, and cloud integration |
| @web-engine-dev/scene | ECS-native scene serialization and loading |
| @web-engine-dev/storage | Unified storage abstraction with OPFS, IndexedDB, and memory providers |
| @web-engine-dev/streaming | World and level streaming with chunk loading for large game worlds |
| @web-engine-dev/texture-compression | KTX2/Basis Universal texture compression and transcoding |