Overview
Documentation
Blog
Changelog
About
English
English
Jun 21, 2023
New
Design and Implementation of Editor Navigation Controls
Controlling the camera is a fundamental and common requirement in 3D scenes, such as orbiting around objects for showcase projects or moving the camera in a first-person view for game projects. Common camera controls include orbitControl, which moves the camera around a scene anchor point, and freeControl, which rotates the camera around its own anchor point.
Read more
Sep 16, 2022
Physics Series Part 4: Character Controller Driving Character Animation
In the previous three articles, we introduced the basic design of physical components around PhysX.
Read more
Jun 10, 2022
Design and Implementation of Text Renderer
Text rendering has always been a crucial missing foundational capability in the 2D aspect of the Galacean Engine. Developers could only use **DOM elements** to achieve text rendering in H5 projects, making the entire interactive project development process somewhat fragmented. To provide a seamless development experience and complete the 2D foundational functionality loop of the engine, we have added a text renderer in version v0.7 of the engine. It supports basic system font rendering, including size, color, bold, italic, and other style settings. Additionally, it supports multi-line display and various alignment methods.
Read more
May 16, 2022
InputManager Design and Implementation
Interactive input is a very important function in the engine's functional layer. It allows users to interact with the application using devices, touch, or gestures. In the 0.6 milestone, we initially built the interaction system of the Galacean Engine, which currently supports **click** and **keyboard**. This article will share the thoughts and shortcomings during the development process.
Read more
Apr 20, 2022
Physics Series Part 3: Implementing a Lightweight Collision Detection Algorithm Package
In the previous two articles, we introduced how to implement a PhysX-based multi-backend and physics component design.
Read more
Mar 22, 2022
Physics Series Part 2: Multi-Backend and Component Architecture Design
In game development, the physics engine is a very important component. In many games, it seems that physics is not always used, and the Newton's laws learned in middle school are long forgotten. So what exactly is the role of a physics engine? In fact, in physics engines generally used for games, the physical process is sparse rather than dense in space, meaning the physics engine does not consider fluids like air but mainly focuses on rigid bodies...
Read more
Jan 04, 2022
Implementation of Lottie's 3D Runtime
Lottie is a popular animation library that somewhat fills the gap in animation for front-end (and also client-side) left by the Flash era. After Lottie appeared, the design and development of animations began to have a clearer division of labor. Designers can use Adobe After Effects (hereinafter referred to as **AE**) to design animations, and then use the [BodyMovin plugin](https://aescripts.com/bodymovin/) to export a JSON protocol. The front-end reads the data in the JSON and plays the animation through a lightweight runtime.
Read more
Sep 10, 2021
Physics Series Part 1: Cross-Platform Compilation of PhysX Based on WebAssembly and PVD Joint Debugging
Galacean Engine will introduce a physics component in milestone 0.6. After research, we chose the most powerful open-source engine in the industry, [PhysX](https://developer.nvidia.com/physx-sdk). This series is the first article in the PhysX physics series, focusing on WebAssembly compilation and PhysX Visual Debugger joint debugging. We hope that through this explanation, developers can get started with WebAssembly compilation and more conveniently perform secondary development based on our provided [PhysX.js](https://github.com/galacean/physX.js) repository, adding physical simulation functions to web applications.
Read more
Sep 08, 2021
SpriteMask
In the past, people's perception of the Galacean Engine has always been in the 3D field. We have supported the implementation of many 3D interactive projects. As the number of businesses we serve increases and their complexity grows, providing only 3D capabilities can no longer fully meet business needs. Therefore, this year we began to expand our 2D capabilities. The most basic components in 2D are SpriteRenderer and SpriteMask. In engine version 0.3, we have completed the refactoring of SpriteRenderer, and this article mainly shares the development process of SpriteMask.
Read more
May 12, 2021
The Path to Optimizing the Rendering Pipeline
Generally speaking, in computer graphics, what we refer to as "**rendering**" is the process of generating or drawing a 2D image on a terminal like a screen, given conditions such as a virtual camera, 3D objects, and light sources.
Read more
Make fantastic web apps with the prospective
technologies and tools.
Copyright © 2025 Galacean
All rights reserved.
Resource
Engine
Editor
Toolkit
Spine Integration
Lottie Integration
Documentation
Getting Started
API Reference
Examples
Our Team
About
Blog
Changelog
Conference
Legal
Privacy Policy
Terms of Service
Support
Contact
Cooperation