API reference
Generated from the source of every package, so it matches the code. Each export has its signature, its doc comment and its members; type names link to where they are defined.
Core
assetsLoading and caching of glTF, KTX2 and packed assets,
.ferret packages and their security checks.160 exportscoreWorld, fixed-step loop, entities and components, services, event bus, logging and the debug command channel.22 exportsgamecreateGame: wires platform, Babylon engine, scene, world, display, input and physics into a running game.3 exportsinputActions over the console's buttons and sticks, keyboard and mouse, touch and gamepads; games bind actions, not devices.10 exportsplatformOne interface over OS Beroun and the browser: saved state, suspend, exit, screen size, device class, render scale and quality tiers.24 exportsuiHUD and menus as a responsive HTML/CSS overlay that works with cursor/A/B, mouse and touch.20 exportsGameplay
aiNavMesh queries, crowd agents, steering and the small behaviours and trees NPCs run.31 exportsanimationAnimation graphs: state machines, blend spaces, layers, notifies, retargeting and a stand-in puppet.100 exportscharacterCharacter movement (capsule, walk, run, jump, steps, slopes), cameras and the player controller.12 exportscombatMelee fights by rules that the clips set: fighters for the player and the AI, weapon sweeps against hit capsules, blocks, parries, stamina, health, reactions, death.41 exportsinteractionInteractables with focus and prompts, inventory and stock props: doors, level doors, pickups, levers.22 exportstransformSwapping one character for another with an effect, keeping position and AI state.27 exportsxrVR through WebXR: a session service (detect, enter, leave, pause while the headset system menu is up), loaded only when a game asks for it.52 exportszonesA zone grid and named zones with occupancy, enter/exit events and name hashing.9 exports
World and content
accountsThe player's account in the game's own process: sign-in, session, balances, a gateway for
net.8 exportseditorLevel editing as commands and patches, for people and for AI agents; sessions and packages.14 exportsinspectorDeveloper commands over the world: entity tree, component values, physics view, stats.2 exportslevelsLevel manifests, the level registry, load, unload and travel, environment and the .ferret package format.156 exportsmediaAudio sources and ambient zones, video surfaces (HLS/MP4 to texture) and HTML surfaces; recording, and frame-by-frame capture on simulated time to WebM or PNG.48 exportsnetReplication over pluggable transports, remote avatars, gateways to a game's backend, the Camerlengo link.46 exportsviewPresentation views of a scene: section (cutaway) planes cut meshes on the GPU, with hatched caps on the cut faces.6 exportsPhysics: kernel
physicsLayers, triggers and raycasts; the rigid-body kernels (light and Havok); the capability host with scoped configuration; budgets and tiers.95 exportsphysics-havokThe loader for Havok's WASM, in a package of its own so a game without rigid bodies does not carry it.2 exports
Physics: mechanics
flowwind, fronts, vortices, jets, shelters and channels as one field of moving air and water, without physics.37 exportsflow-solverflow boxes: a solved 2d slice of air or water round bodies (staggered grid, pressure projection) that publishes its wake into the flow field and pushes bodies by surface pressure.16 exportsphysics-actuatorsforces, impulses, torques and motors at points of bodies on a schedule: profiles over time, angle, phase or a sensor.37 exportsphysics-enginessteam cylinders with valve gear by crank angle, multi-cylinder piston engines with firing order, ignition and fuel controls, inertia forces on the mounts, and the engine words of the motion language.16 exportsphysics-frictionfriction dialled by scope, rolling and pivot friction.2 exportsphysics-gravitygravity as a field with uniform vectors per scope and point attractors.4 exportsphysics-impactelastic and inelastic collisions, rest thresholds, sticking, impact events.4 exportsphysics-mediawater, mud, wind and air as media with drag, buoyancy and flow; the standard atmosphere.19 exportsphysics-rotorblades, paddles and buckets around an axis turning wind and water into torque, and the blade actuator: a plate in a medium.20 exportsphysics-strengthfinite strength: bodies that take damage and break into pieces, links that break.6 exportsphysics-stretchsprings, ropes and bands that stretch and tear; cloth and soft bodies by position-based dynamics.13 exportsphysics-terrainlayered soil height field that can be dug, filled, slumps and floods; sinkage; tunnels; terrain as kernel meshes.22 exports
Physics: matter and energy
physics-chemistryreactions with rate laws in well-stirred vessels, heat of reaction, pressure, venting.85 exportsphysics-combustioncombustion chambers, guns, rockets, piston engines, steam boilers and jets.48 exportsphysics-explosionsblast waves, craters, fragments and spall from scaled-distance laws.41 exportsphysics-heattemperature of parts, conduction, convection, radiation, phase change, expansion and melting.23 exportsphysics-nucleardecay, activation, radiation dose and shielding, reactor kinetics, fallout.46 exports
Physics: machines and vehicles
physics-electriccircuits of sources, wires, lamps, motors, inductors and capacitors solved each step.48 exportsphysics-liquidscontainers and reservoirs, a height-field water surface, particle liquids, foils, hydraulic circuits (cylinders, valves, pumps, accumulators).80 exportsphysics-mechanismsdrivetrains of shafts and couplings, gears, clutches, turbines, tooth strength.59 exportsphysics-pneumaticsnetworks of gas volumes: tanks, pipes, valves, regulators, compressors, gas cylinders, mixtures (Dalton) and dissolved gas (Henry).23 exportsphysics-vehiclesships, submarines and balloons: hulls, ballast, flooding, thrusters, foils and sails.31 exports
Physics: glue and look
motionthe motion language: S-expressions and JSON, waits that suspend across steps, par/race/states, budget, seeded random and snapshots.39 exportsphysics-fxThe render side: glow of hot parts, water meshes, fluid views and lamp lights.10 exportsphysics-linksLinks that close loops between capabilities: a fire heats a pot, steam turns a turbine, a generator lights a lamp.36 exports
Other
clouds15 exportscompilerThe compiler core: a
.fprj project's files in, a .fex game and a report out. It touches no disk and no network: the
bundler (esbuild, native or wasm), the release's release.json and the engi…24 exportsplayerPlaying a game package: playPackage takes a .fex (or a .fprj, for the viewer), checks it, builds the game from its game block, mounts its levels, runs its code against the engine modules th…6 exportswavesWaves on open water, in the style of @ferret/clouds: a pure field of position, time and the wind, the same on every peer, no Babylon.
The picture stays buildWater of @ferret/levels (Gerstner wav…10 exports