High-performance 2D sprites, tilemaps, and effects for Three.js — built for WebGPU with composable TSL shaders.
Important
Early Alpha — three-flatland is in active development. We're exploring performant, maintainable, and extensible patterns for GPU-driven 2D rendering with WebGPU. The API will evolve as we refine these systems. Your feedback shapes what we build.
- WebGPU Native — all shaders built with TSL (Three Shader Language), works on WebGPU and WebGL
- Automatic Batching — sprites sharing a material batch into single draw calls
- Decoupled Scene Graph — transform hierarchy and render order are independent (layer + zIndex)
- Composable Effects — 50+ TSL shader nodes for tint, outline, dissolve, CRT, palette swap, and more
- Animation System — spritesheet-driven with frame-perfect timing and callbacks
- Tilemap Support — Tiled and LDtk editor formats with animated tiles
- Tree-Shakeable — import only what you use, deep imports for maximum control
- React Three Fiber — first-class R3F integration via
three-flatland/react
# Core library (vanilla Three.js)
npm install three-flatland@alpha
# For React Three Fiber
npm install three-flatland@alpha @react-three/fiber@alpha
# TSL shader nodes
npm install @three-flatland/nodes@alphaimport { WebGPURenderer } from 'three/webgpu'
import { Scene, OrthographicCamera } from 'three'
import { Sprite2D, SpriteGroup, TextureLoader } from 'three-flatland'
const scene = new Scene()
const camera = new OrthographicCamera(-400, 400, 300, -300, 0.1, 1000)
camera.position.z = 100
const renderer = new WebGPURenderer()
renderer.setSize(800, 600)
document.body.appendChild(renderer.domElement)
await renderer.init()
const texture = await TextureLoader.load('/sprite.png')
// SpriteGroup handles automatic batching
const group = new SpriteGroup()
scene.add(group)
const sprite = new Sprite2D({ texture, anchor: [0.5, 0.5] })
group.add(sprite)
function animate() {
requestAnimationFrame(animate)
renderer.render(scene, camera)
}
animate()import { Canvas, extend, useLoader } from '@react-three/fiber/webgpu'
import { Suspense } from 'react'
import { Sprite2D, SpriteGroup, TextureLoader } from 'three-flatland/react'
extend({ Sprite2D, SpriteGroup })
function Sprite() {
const texture = useLoader(TextureLoader, '/sprite.png')
return (
<spriteGroup>
<sprite2D texture={texture} anchor={[0.5, 0.5]} />
</spriteGroup>
)
}
export default function App() {
return (
<Canvas orthographic camera={{ zoom: 1, position: [0, 0, 100] }}>
<Suspense>
<Sprite />
</Suspense>
</Canvas>
)
}Unlike traditional 3D engines, three-flatland separates transform hierarchy from render order:
import { Sprite2D, Layers } from 'three-flatland'
// Scene graph controls position inheritance
const player = new THREE.Group()
const shadow = new Sprite2D({ texture: shadowTex })
const body = new Sprite2D({ texture: bodyTex })
player.add(shadow, body)
// Render order is explicit and independent
shadow.layer = Layers.SHADOWS // Renders first
body.layer = Layers.ENTITIES // Renders on top
// Shadow moves with player but always renders below
player.position.x += 10import { AnimatedSprite2D, SpriteSheetLoader } from 'three-flatland'
const sheet = await SpriteSheetLoader.load('/sprites/player.json')
const player = new AnimatedSprite2D({
spriteSheet: sheet,
animationSet: {
animations: {
idle: { frames: ['idle_0', 'idle_1', 'idle_2'], fps: 8 },
run: { frames: ['run_0', 'run_1', 'run_2', 'run_3'], fps: 12 },
attack: { frames: ['attack_0', 'attack_1'], fps: 15, loop: false },
},
},
animation: 'idle',
})
player.update(deltaMs)
player.play('run')
player.play('attack', { onComplete: () => player.play('idle') })import { createMaterialEffect } from 'three-flatland'
import { tintAdditive, hueShift } from '@three-flatland/nodes'
import { vec4 } from 'three/tsl'
const DamageFlash = createMaterialEffect({
name: 'damageFlash',
schema: { intensity: 1 } as const,
node: ({ inputColor, attrs }) => {
const flashed = tintAdditive(inputColor, [1, 1, 1], attrs.intensity)
return vec4(flashed.rgb.mul(inputColor.a), inputColor.a)
},
})
const flash = new DamageFlash()
sprite.addEffect(flash)
flash.intensity = 0.8 // Animate per frame| Package | Description |
|---|---|
three-flatland |
Core library — sprites, materials, animation, loaders, tilemaps, render pipeline |
three-flatland/react |
React Three Fiber subpath — re-exports core + JSX type augmentation |
@three-flatland/nodes |
50+ TSL shader nodes for effects (per-category subpaths) |
@three-flatland/presets |
Pre-configured effect combinations (coming soon) |
- three.js >= 0.183.1 (TSL/WebGPU support)
- koota >= 0.1.0 (ECS for batch rendering)
- React >= 19.0.0 (for
three-flatland/react, usesuse()hook) - @react-three/fiber >= 10.0.0-alpha.2 (for React, WebGPU support)
Full docs, interactive examples, and API reference at thejustinwalsh.com/three-flatland
- Core sprite system (Sprite2D, materials, loaders)
- Animation system (AnimatedSprite2D, AnimationController)
- 2D render pipeline with automatic batching
- TSL effect nodes (50+ composable shader nodes)
- Tilemap support (Tiled, LDtk)
- React Three Fiber integration
- Text rendering (SDF, MSDF, bitmap)
- Render targets for 2D-on-3D
- Effect presets
This documentation was created with AI assistance. AI can make mistakes — please verify claims and test code examples. Submit corrections here.
