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Packages

The repository ships 60 packages under packages/. A package is a Rust crate that adds components, systems and script commands to the engine; see Custom Rust Components & Packages for how they work and how to write one.

Each page below is generated from the package itself: its registrations are read from the source, and its prose is the package’s README or crate doc.

Linked into the stock native runtime, web build and editor viewport. A project switches them with settings.enabled_packages.

PackageWhat it isScript namespaceComponents
jengine-audioAudio package for jEngine — kira-based sound effects and music-1
jengine-parallaxParallax scrolling background package for jEngine — multi-layer depth-based scrollingParallax1
jengine-particlesParticle system package for jEngine — 2D particle emitters and simulation-1
jengine-physicsPhysics package for jEngine — rapier2d-based rigid body physics-4
jengine-swarmFlocking / swarm AI for jEngine - spatial-grid boids that scale to thousands of entities-2

Linked only into the builds of a project that lists them in project.jengine’s "packages" array. Most were written for a game in projects/arcade-classics and are reusable on their own.

PackageWhat it isScript namespaceComponents
jengine-adventurePoint-and-click adventure - verbs, rooms that remember, and a game proved winnable from every state it can reachAdventure1
jengine-blastBomberman - a destructible grid, blasts that chain, and a map that can be refused for trapping somebodyBlast1
jengine-blobSoft bodies that split and join: Quiver PondBlob1
jengine-boroughA living town: villagers with needs, skills and moods who pick their own work by priority, buildings and work orders, hauling and trade done by the people, districts bought or conquered, and a storyteller that writes the town’s chronicleBorough1
jengine-brawlerA beat-em-up: a floor where y is depth, attacks that must line up in it, grabs and throws, weapons, and a crowd that surrounds rather than queueingBrawler1
jengine-burnlineYou are the missile: steer through a neon maze to the target before the fuel runs out, and every missile you lost flies again beside the nextBurnline1
jengine-cardsDeckbuilding roguelike: data-driven cards, enemy intents, statuses, a run map with rewards, rests and shopsCards1
jengine-chaseA maze chase: four pursuers that each pick a different tile to aim at, scatter and chase waves, and the cornering that makes a maze feel like oneChase1
jengine-cityA city builder - zones that grow by demand, power and water networks, traffic, land value, a budget and disastersCity1
jengine-crawlerA first-person grid dungeon crawler: stepwise movement, a view assembled from depth slices, doors and levers, traps, and fights fought from the front rankCrawler1
jengine-derbyDestruction derby: cars with tyre forces, torque curves and gearboxes in the package’s own rapier world, damage by zone (corners, sides, engine, each tyre), and bots that ramDerby1
jengine-dungeonDungeon crawling: level generation, field of view, turn-based combat, items, monster AIDungeon1
jengine-fighterA fighting game: frame data as data tables, hit and hurt boxes, an input buffer with motion inputs, and a deterministic match that runs on framesFighter1
jengine-glassA light puzzle scored by the renderer’s own light, and Vesper GlassGlass1
jengine-goldboxA party of six across three packages - the first package here that depends on anotherGoldbox1
jengine-gridGrid games: a self-drawing cell board with layouts, and a snake that steps on itGrid4
jengine-gunnerA top-down run-and-gun: a battlefield that scrolls under you, aim decoupled from movement, grenades that arc over cover, and prisoners worth going back forGunner3
jengine-homesteadA homestead’s rules as plain data: a plot to till, plant and build on, crops grown from timestamps (offline included), inventory and crafting, resource nodes that respawn on a clock, and a community project everyone builds-0
jengine-hordeA four-player arcade dungeon: hundreds of chasers following flow fields, generators that must be broken, and health that drains all the whileHorde2
jengine-idleAn idle game: generators and upgrades as data, a prestige that trades the run for a bonus, and offline progress from the wall clockIdle1
jengine-kotobaWord tiles: kana placed one at a time where they make a word, read across or down - a timed puzzle, a real-time word battle with combos, a bot, and a Japanese dictionary with meaningsKotoba2
jengine-lanternTorch-lit descent - darkness as the mechanic, gameplay light sampled from the same model the renderer drawsLantern1
jengine-launcherA physics launcher: materials, ammo and levels as data, structures built as real bodies, and damage from the impulse of a contactLauncher1
jengine-lockstepTwo-player lockstep turns over jengine-relay, and Two Shores (Reversi) on topLockstep1
jengine-marketAn order-book market - limit and market orders, price-time matching, escrow, NPC producers and consumers, price history - the economy of Saltwind-0
jengine-microgameWarioWare-style microgame compilation - a queue, a countdown, a speed that ramps, and a one-call verdict contractMicrogame1
jengine-netWebSocket transport, connection lifecycle and a script-reachable message busNet0
jengine-onlineA game’s side of jengine-server: sign in, join rooms, and show synced entitiesOnline2
jengine-paddleballPaddle-and-ball arcade physics: swept ball collision, paddle deflection, input and AI paddlesPaddleball4
jengine-paintPaint by numbers three ways - pixel, zones and picross - and Little EaselPaint1
jengine-pinballA pinball table: the ball is a real rapier body with continuous collision, the flippers are kinematic transforms, and the table’s outline is checked closed before a ball is ever releasedPinball1
jengine-platformerPlatformers: hero feel (coyote time, jump buffering, wall jumps, dash) and level parts on the engine’s character controllerPlatformer9
jengine-racingTop-down racing: a track spline that answers where you are and how sharp the next bend is, a car that slides, drivers that follow the line, and ghosts replayed from recorded inputRacing1
jengine-rallyPoint-to-point rally stages: seeded stages checked drivable, pace notes read off the geometry, damage between services, and ghosts recorded as input that replay bit for bitRally1
jengine-rampartWave defence where the searchlight is the targeting - one light set read by the shader and by the gameRampart1
jengine-realmAn Ultima-style realm: a world of linked maps, a clock the people live by, conversation you type at, and tactical grid combatRealm1
jengine-rhythmRhythm games: a beat clock locked to the music, note charts from data tables, hit windows, holds and scoringRhythm1
jengine-rigA vehicle as a chassis and wheels joined by motorised revolute joints, on terrain built from thick convex quadsRig1
jengine-routePointer-drawn routes flown by the engine’s steering components, and Crosswind (air-traffic landing)Route1
jengine-rpgMonster-collecting RPG: grid overworld, NPCs, tall-grass encounters, turn-based battlesRpg4
jengine-rtsA real-time strategy game: one flow field per destination, orders, fog of war, production queues and an opponentRts1
jengine-runnerAn endless runner: chunks as ASCII drawings in data tables, a difficulty that follows the distance, and a grid-exact characterRunner1
jengine-scalerPseudo-3D sprite scaler - a road bent at projection time, and a hill that hides the road behind itScaler1
jengine-settlementA world you dig and build in - tile edits as the main verb, support that collapses, and growth that settles on change rather than per frameSettlement1
jengine-shooterSpace-shooter mechanics: a wrapping field, inertial ships, shots, splitting rocks, saucers and an AI pilotShooter12
jengine-skillsAn isekai-style skill system - skills learned by use, levelled, evolved and fused, chanted spells, unique skills - as data tables; the rules of Reborn in Lumeria-0
jengine-solitaireKlondike, FreeCell and Spider with deals proved winnable, and Green BaizeSolitaire1
jengine-standA lemonade stand’s economy, simulated a day at a time, and Lemon Row (a management sim played entirely in entity UI)Stand1
jengine-stealthGuards who see in cones and hear in circles, alert states that decay, and a level whose line of sight is exact because the grid is the mapStealth2
jengine-sudokuSudoku under six rules - generated with one answer, graded by the logic a person uses - and NinefoldSudoku1
jengine-tanksToy tanks: shells that ricochet off walls, mines that blow cork, tanks that aim by the rebound and dodge, a campaign of missions each proved by a bot, and versus rounds - one fixed-step sim for a local game and a server roomTanks1
jengine-tapTapping games for more than one finger: Burrow Bop and Ivory LanesTap2
jengine-tdTower defense: a maze the player builds, waves that path around it with the engine’s tilemap A*, towers and upgrades; or fixed roads with soldiers, a hero and spellsTd2
jengine-tideA survivors-like: thousands of enemies simulated in flat arrays over the engine’s shared broadphase, weapons that fire on their own clocks, and a level-up draft that can never offer nothingTide2
jengine-walkerA creature that walks on legs it places itself, and Stilt FenWalker1