TheAiCollectiveART commited on
Commit
df1143c
·
verified ·
1 Parent(s): 73ff5d4

Add Model Card, requirements.txt, frameworks_db.json, and usage instructions

Browse files
Files changed (4) hide show
  1. README.md +47 -5
  2. frameworks_db.json +737 -0
  3. requirements.txt +1 -0
  4. run_ultimate_pipeline.py +3 -1
README.md CHANGED
@@ -1,8 +1,21 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
  # Language-U WebGL Inference Engine
2
 
3
  "The impossible is just code waiting to be written, physics waiting to be rewritten, math a work in progress, and truth waiting to be discovered."
4
 
5
- This repository contains the optimized binary transport representations and cross-language range decoders for the **Language-U Semantic Communication Protocol** (Language-U-Browser specification) run on the 49 WebGL database configurations.
6
 
7
  ## Mathematical Architecture: Rank-2 SVD Factorization
8
 
@@ -23,6 +36,8 @@ This optimizes the coordinate payload size to just **110 Bytes** total for all b
23
  ├── VerifyLanguageU.java # Cross-language Java range decoder
24
  ├── verify_language_u.rs # Cross-language Rust range decoder
25
  ├── verify_language_u.lua # Cross-language Lua range decoder
 
 
26
  └── Language-U-Browser/
27
  ├── Language-U-Browser.LLM # Level 6 compressed capsule (364 bytes)
28
  ├── frameworks_metadata.json # SVD matrix bounds, singular values, and hashes
@@ -39,31 +54,58 @@ This optimizes the coordinate payload size to just **110 Bytes** total for all b
39
 
40
  ---
41
 
42
- ## Dynamic Verification
43
 
44
- You can run the cross-language validators in the workspace to verify the lossless range-decoding process:
45
 
46
- ### Rust Decoder
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
47
  ```bash
48
  rustc verify_language_u.rs -o verify_language_u
49
  ./verify_language_u
50
  ```
51
  Output:
52
  ```text
 
 
 
 
53
  [1] Rust Vocab Decompression: SUCCESS (49 names restored).
54
  [2] Rust Yang Range Decoder execution: SUCCESS.
 
55
  [SUCCESS] Rust range-decoder verification: 100% MATCH!
56
  ```
57
 
58
- ### Java Decoder
59
  ```bash
60
  javac VerifyLanguageU.java
61
  java VerifyLanguageU
62
  ```
63
  Output:
64
  ```text
 
 
 
 
65
  [1] Java Vocab Decompression: SUCCESS (49 names restored).
66
  [2] Java Yang Range Decoder execution: SUCCESS.
 
67
  [SUCCESS] Java range-decoder verification: 100% MATCH!
68
  ```
69
 
 
1
+ ---
2
+ language: en
3
+ license: mit
4
+ tags:
5
+ - webgl
6
+ - compression
7
+ - semantic-protocol
8
+ - range-coder
9
+ - dimensionality-reduction
10
+ - svd
11
+ pretty_name: Language-U WebGL Inference Engine
12
+ ---
13
+
14
  # Language-U WebGL Inference Engine
15
 
16
  "The impossible is just code waiting to be written, physics waiting to be rewritten, math a work in progress, and truth waiting to be discovered."
17
 
18
+ This repository contains the optimized binary transport representations, the source database, and cross-language range decoders for the **Language-U Semantic Communication Protocol** (Language-U-Browser specification) run on the 49 WebGL database configurations.
19
 
20
  ## Mathematical Architecture: Rank-2 SVD Factorization
21
 
 
36
  ├── VerifyLanguageU.java # Cross-language Java range decoder
37
  ├── verify_language_u.rs # Cross-language Rust range decoder
38
  ├── verify_language_u.lua # Cross-language Lua range decoder
39
+ ├── frameworks_db.json # Raw database of 49 WebGL configurations
40
+ ├── requirements.txt # Python dependencies (numpy)
41
  └── Language-U-Browser/
42
  ├── Language-U-Browser.LLM # Level 6 compressed capsule (364 bytes)
43
  ├── frameworks_metadata.json # SVD matrix bounds, singular values, and hashes
 
54
 
55
  ---
56
 
57
+ ## Installation & Running Instructions
58
 
59
+ To test the code locally, ensure you have Python 3 installed.
60
 
61
+ ### 1. Install Dependencies
62
+ ```bash
63
+ pip install -r requirements.txt
64
+ ```
65
+
66
+ ### 2. Run the Ingestion & Compression Pipeline
67
+ Running the ultimate pipeline script regenerates the binary coordinates, executes the 7-level semantic compression pipeline, and validates XOR-FEC packet healing:
68
+ ```bash
69
+ python run_ultimate_pipeline.py
70
+ ```
71
+
72
+ ---
73
+
74
+ ## Testing & Cross-Language Verification
75
+
76
+ You can verify the mathematical soundness of the range decoders and confirm they produce 100% identical outputs:
77
+
78
+ ### Rust Decoder (Requires rustc)
79
  ```bash
80
  rustc verify_language_u.rs -o verify_language_u
81
  ./verify_language_u
82
  ```
83
  Output:
84
  ```text
85
+ ======================================================================
86
+ ZYMATICA | Cross-Language Rust Decompressor & Range-Decoder
87
+ ======================================================================
88
+
89
  [1] Rust Vocab Decompression: SUCCESS (49 names restored).
90
  [2] Rust Yang Range Decoder execution: SUCCESS.
91
+
92
  [SUCCESS] Rust range-decoder verification: 100% MATCH!
93
  ```
94
 
95
+ ### Java Decoder (Requires JDK)
96
  ```bash
97
  javac VerifyLanguageU.java
98
  java VerifyLanguageU
99
  ```
100
  Output:
101
  ```text
102
+ ======================================================================
103
+ ZYMATICA | Cross-Language Java Decompressor & Range-Decoder
104
+ ======================================================================
105
+
106
  [1] Java Vocab Decompression: SUCCESS (49 names restored).
107
  [2] Java Yang Range Decoder execution: SUCCESS.
108
+
109
  [SUCCESS] Java range-decoder verification: 100% MATCH!
110
  ```
111
 
frameworks_db.json ADDED
@@ -0,0 +1,737 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [
2
+ {
3
+ "name": "three.js",
4
+ "url": "https://github.com/mrdoob/three.js",
5
+ "attributes": {
6
+ "Primary Dimension": "3D (with 2D capabilities)",
7
+ "Philosophy": "Monolithic, High-Level Engine",
8
+ "Rendering Model": "3D Scene Graph (`Scene` / `Object3D`)",
9
+ "Ease of Use": "High (handles lighting, materials, loaders)",
10
+ "Control Level": "Medium (abstractions mask WebGL state)",
11
+ "Performance (2D)": "Moderate (via orthographic camera & planes)",
12
+ "Performance (3D)": "High (highly optimized rendering pipelines)",
13
+ "Importing Models": "Out-of-the-box (glTF, OBJ, FBX loaders)",
14
+ "Ecosystem Status": "Dominant, actively maintained"
15
+ }
16
+ },
17
+ {
18
+ "name": "stack.gl",
19
+ "url": "https://stack.gl/",
20
+ "attributes": {
21
+ "Primary Dimension": "N/A (Direct WebGL/Shader level)",
22
+ "Philosophy": "Modular, Unix-like npm components",
23
+ "Rendering Model": "Direct Buffer & Shader binding",
24
+ "Ease of Use": "Low (requires math & GLSL expertise)",
25
+ "Control Level": "High (full access to WebGL context)",
26
+ "Performance (2D)": "High (developer optimized)",
27
+ "Performance (3D)": "Extremely High (zero overhead)",
28
+ "Importing Models": "Manual parsing required",
29
+ "Ecosystem Status": "Legacy / Fragmented, highly educational"
30
+ }
31
+ },
32
+ {
33
+ "name": "PixiJS",
34
+ "url": "https://github.com/pixijs/pixijs",
35
+ "attributes": {
36
+ "Primary Dimension": "2D (with WebGL acceleration)",
37
+ "Philosophy": "Monolithic 2D Display List Engine",
38
+ "Rendering Model": "2D Display List (`Container` / `Sprite`)",
39
+ "Ease of Use": "High (intuitive for 2D animations/games)",
40
+ "Control Level": "Medium (abstractions for sprites & filters)",
41
+ "Performance (2D)": "Extremely High (auto-batching, sprite pools)",
42
+ "Performance (3D)": "N/A (not natively supported)",
43
+ "Importing Models": "N/A",
44
+ "Ecosystem Status": "Dominant for 2D, actively maintained"
45
+ }
46
+ },
47
+ {
48
+ "name": "Pex",
49
+ "url": "https://github.com/pex-gl/pex",
50
+ "attributes": {
51
+ "Primary Dimension": "3D (Modular core)",
52
+ "Philosophy": "Semi-Modular, Creative Coding",
53
+ "Rendering Model": "Command-Based GPU Context (`pex-context`)",
54
+ "Ease of Use": "Medium (requires custom pipeline assembly)",
55
+ "Control Level": "High (explicit state wrapping & GPU commands)",
56
+ "Performance (2D)": "Moderate",
57
+ "Performance (3D)": "High (low overhead API wrapper)",
58
+ "Importing Models": "Modular loaders (e.g., `pex-gltf`)",
59
+ "Ecosystem Status": "Active in creative coding / multimedia"
60
+ }
61
+ },
62
+ {
63
+ "name": "Babylon.js",
64
+ "url": "https://github.com/BabylonJS/Babylon.js",
65
+ "attributes": {
66
+ "Primary Dimension": "3D (Game-focused Engine)",
67
+ "Philosophy": "Comprehensive Monolithic Engine",
68
+ "Rendering Model": "3D Entity-Component-like Scene Graph",
69
+ "Ease of Use": "Very High (rich editor tools, physics integration)",
70
+ "Control Level": "Medium (heavy engine wrapper)",
71
+ "Performance (2D)": "Moderate (via orthographic viewports)",
72
+ "Performance (3D)": "Extremely High (rich performance debuggers & WebGPU)",
73
+ "Importing Models": "Out-of-the-box (industry standard loaders + sandbox)",
74
+ "Ecosystem Status": "Active, robust (backed by Microsoft)"
75
+ }
76
+ },
77
+ {
78
+ "name": "Filament",
79
+ "url": "https://github.com/google/filament/",
80
+ "attributes": {
81
+ "Primary Dimension": "3D (PBR specialist)",
82
+ "Philosophy": "Native PBR Engine (WASM-based)",
83
+ "Rendering Model": "Entity-Component-System (ECS) & View-based",
84
+ "Ease of Use": "Low-Medium (strict material compiles, C++/WASM API)",
85
+ "Control Level": "High (direct memory control, raw material files)",
86
+ "Performance (2D)": "N/A (not optimized for 2D sprites)",
87
+ "Performance (3D)": "Outstanding (C++ backend compiled to WebAssembly)",
88
+ "Importing Models": "Native glTF parser (`gltfio` library bindings)",
89
+ "Ecosystem Status": "Active (developed & backed by Google)"
90
+ }
91
+ },
92
+ {
93
+ "name": "SceneJS",
94
+ "url": "https://github.com/xeolabs/scenejs",
95
+ "attributes": {
96
+ "Primary Dimension": "3D (Engineering/Detail visualization)",
97
+ "Philosophy": "Declarative Scene Graph (JSON-driven)",
98
+ "Rendering Model": "Declarative JSON State Nodes Tree",
99
+ "Ease of Use": "High (JSON configuration, simple state tree)",
100
+ "Control Level": "Medium (driven strictly by JSON nodes)",
101
+ "Performance (2D)": "Low (not built for 2D sprites)",
102
+ "Performance (3D)": "Moderate (older optimization patterns, high CPU overhead)",
103
+ "Importing Models": "JSON geometry structures",
104
+ "Ecosystem Status": "Legacy / Archived (historically significant)"
105
+ }
106
+ },
107
+ {
108
+ "name": "Blend4Web",
109
+ "url": "https://github.com/TriumphLLC/Blend4Web",
110
+ "attributes": {
111
+ "Primary Dimension": "3D (Interactive visualization)",
112
+ "Philosophy": "Blender-driven Content pipeline",
113
+ "Rendering Model": "Blender-matching hierarchy & shaders",
114
+ "Ease of Use": "Very High (for artists exporting directly from Blender)",
115
+ "Control Level": "Low-Medium (controlled via Blender config and exports)",
116
+ "Performance (2D)": "N/A (not optimized for 2D sprites)",
117
+ "Performance (3D)": "Moderate (heavy engine wrapper, runs logic & physics engines)",
118
+ "Importing Models": "Native Blender scene export (.json + .bin)",
119
+ "Ecosystem Status": "Legacy / Archived (company closed down)"
120
+ }
121
+ },
122
+ {
123
+ "name": "ClayGL",
124
+ "url": "https://github.com/pissang/claygl",
125
+ "attributes": {
126
+ "Primary Dimension": "3D (Data Visualization & Scalable Web3D)",
127
+ "Philosophy": "Scalable, Modern & High-Performance",
128
+ "Rendering Model": "3D Scene Graph (`Scene` / `Node`)",
129
+ "Ease of Use": "High (intuitive Application abstraction)",
130
+ "Control Level": "Medium-High (modular with direct shader/geometry APIs)",
131
+ "Performance (2D)": "Moderate",
132
+ "Performance (3D)": "High (highly optimized shader pipeline, built for WebGL 2)",
133
+ "Importing Models": "Out-of-the-box glTF support",
134
+ "Ecosystem Status": "Active/Stable (used heavily in Apache ECharts 3D)"
135
+ }
136
+ },
137
+ {
138
+ "name": "AwayJS",
139
+ "url": "https://github.com/awayjs/awayjs-full",
140
+ "attributes": {
141
+ "Primary Dimension": "3D & 2D (Flash migration)",
142
+ "Philosophy": "Flash/Stage3D emulation in JS/TS",
143
+ "Rendering Model": "Stage3D-like Display Hierarchy",
144
+ "Ease of Use": "Medium (intuitive for legacy Flash developers)",
145
+ "Control Level": "Medium (wrapped around Stage3D/DisplayObject state)",
146
+ "Performance (2D)": "High (optimized Flash Display List recreation)",
147
+ "Performance (3D)": "Moderate-High (similar to native Stage3D limits)",
148
+ "Importing Models": "AWD, OBJ, MD5, and Flash SWF vector assets",
149
+ "Ecosystem Status": "Active/Legacy (mainly used for legacy Flash/Stage3D migration)"
150
+ }
151
+ },
152
+ {
153
+ "name": "PlayCanvas",
154
+ "url": "https://github.com/playcanvas/engine",
155
+ "attributes": {
156
+ "Primary Dimension": "3D (High-performance web games)",
157
+ "Philosophy": "Cloud-collaborative, Lightweight ECS",
158
+ "Rendering Model": "Entity-Component System (ECS)",
159
+ "Ease of Use": "Very High (with cloud editor interface, clean scripts)",
160
+ "Control Level": "Medium-High (flexible script extensions)",
161
+ "Performance (2D)": "High (dedicated screen-space UI layouts)",
162
+ "Performance (3D)": "Outstanding (lightweight runtime, WebGPU support)",
163
+ "Importing Models": "Native glTF loaders & editor asset converter",
164
+ "Ecosystem Status": "Dominant in web games, actively maintained"
165
+ }
166
+ },
167
+ {
168
+ "name": "Turbulenz",
169
+ "url": "https://github.com/turbulenz/turbulenz_engine",
170
+ "attributes": {
171
+ "Primary Dimension": "3D & 2D (Scalable Game Engine)",
172
+ "Philosophy": "Ultra-performance, Modular TS/JS",
173
+ "Rendering Model": "Device/Viewport low-level Renderer",
174
+ "Ease of Use": "Low-Medium (highly technical, custom compilation tooling)",
175
+ "Control Level": "High (direct access to custom WebGL device caches)",
176
+ "Performance (2D)": "High (includes custom 2D canvas draw devices)",
177
+ "Performance (3D)": "Outstanding (hardware-squeezing optimizations)",
178
+ "Importing Models": "JSON engine geometry & asset pipelines",
179
+ "Ecosystem Status": "Legacy / Archived (historically important)"
180
+ }
181
+ },
182
+ {
183
+ "name": "Hilo3d",
184
+ "url": "https://github.com/hiloteam/Hilo3d",
185
+ "attributes": {
186
+ "Primary Dimension": "3D (Mobile WebGL campaigns)",
187
+ "Philosophy": "Mobile-First, High-Performance, Compact",
188
+ "Rendering Model": "3D Scene Graph (`Stage` / `Node`)",
189
+ "Ease of Use": "High (clean API)",
190
+ "Control Level": "Medium (clean stage wrapper)",
191
+ "Performance (2D)": "Moderate",
192
+ "Performance (3D)": "High (tailored for low-latency rendering on mobile GPUs)",
193
+ "Importing Models": "Robust glTF and asset parser tools",
194
+ "Ecosystem Status": "Stable (backed and used heavily in mobile apps at Alibaba)"
195
+ }
196
+ },
197
+ {
198
+ "name": "litescene.js",
199
+ "url": "https://github.com/jagenjo/litescene.js",
200
+ "attributes": {
201
+ "Primary Dimension": "3D (Editor-integrated Graphics)",
202
+ "Philosophy": "Component-Based WYSIWYG Engine",
203
+ "Rendering Model": "Component-based Scene Graph (`SceneNode`)",
204
+ "Ease of Use": "Very High (when paired with WebGLStudio UI editor)",
205
+ "Control Level": "Medium-High (extensible node components + script nodes)",
206
+ "Performance (2D)": "N/A",
207
+ "Performance (3D)": "High (supports deferred shading, light pre-passes)",
208
+ "Importing Models": "Native DAE (Collada), OBJ parsing, serializer",
209
+ "Ecosystem Status": "Legacy / Archived (historically significant)"
210
+ }
211
+ },
212
+ {
213
+ "name": "regl",
214
+ "url": "https://github.com/regl-project/regl",
215
+ "attributes": {
216
+ "Primary Dimension": "N/A (Functional WebGL wrapper)",
217
+ "Philosophy": "Functional, Declarative, Minimal",
218
+ "Rendering Model": "Declarative functional GPU draw commands",
219
+ "Ease of Use": "Medium-Low (requires GPU/GLSL knowledge, removes boilerplates)",
220
+ "Control Level": "Extremely High (exposes full WebGL state keys)",
221
+ "Performance (2D)": "Extremely High (zero overhead wrapper)",
222
+ "Performance (3D)": "Extremely High (zero-overhead caching of WebGL states)",
223
+ "Importing Models": "Manual parsing required",
224
+ "Ecosystem Status": "Stable, widely used in data-vis & shader art"
225
+ }
226
+ },
227
+ {
228
+ "name": "TWGL",
229
+ "url": "https://github.com/greggman/twgl.js",
230
+ "attributes": {
231
+ "Primary Dimension": "N/A (Tiny WebGL helper)",
232
+ "Philosophy": "Direct Raw WebGL helper",
233
+ "Rendering Model": "Raw WebGL API (enhanced helper abstractions)",
234
+ "Ease of Use": "Medium-High (makes raw WebGL easy, retains raw control)",
235
+ "Control Level": "Max (you are writing raw WebGL with shortcuts)",
236
+ "Performance (2D)": "Extremely High (native calls compiled directly)",
237
+ "Performance (3D)": "Extremely High (native calls compiled directly)",
238
+ "Importing Models": "Manual parsing required (creates buffer arrays easily)",
239
+ "Ecosystem Status": "Stable, widely used in custom graphics engines & shaders"
240
+ }
241
+ },
242
+ {
243
+ "name": "Four",
244
+ "url": "https://github.com/allotrop3/four",
245
+ "attributes": {
246
+ "Primary Dimension": "3D (Low-level wrapper)",
247
+ "Philosophy": "Intermediate WebGL wrapper",
248
+ "Rendering Model": "Command-free custom buffer bindings",
249
+ "Ease of Use": "Medium (reduces WebGL 1.0 boilerplate code)",
250
+ "Control Level": "High (provides lightweight rendering pipelines)",
251
+ "Performance (2D)": "Moderate",
252
+ "Performance (3D)": "High (lightweight wrapper, direct compilation)",
253
+ "Importing Models": "Manual parsing required",
254
+ "Ecosystem Status": "Legacy / Archived (WebGL 1.0 era)"
255
+ }
256
+ },
257
+ {
258
+ "name": "TDL",
259
+ "url": "https://github.com/greggman/tdl",
260
+ "attributes": {
261
+ "Primary Dimension": "N/A (Low-level WebGL helper)",
262
+ "Philosophy": "WebGL helper (precursor to TWGL)",
263
+ "Rendering Model": "Raw WebGL API (light program/buffer helper)",
264
+ "Ease of Use": "Low-Medium (heavy boilerplate compared to TWGL)",
265
+ "Control Level": "Max (direct raw WebGL execution wrapper)",
266
+ "Performance (2D)": "Extremely High",
267
+ "Performance (3D)": "Extremely High",
268
+ "Importing Models": "Manual parsing required",
269
+ "Ecosystem Status": "Legacy / Archived (completely superseded by TWGL)"
270
+ }
271
+ },
272
+ {
273
+ "name": "KickJS",
274
+ "url": "https://github.com/mortennobel/KickJS",
275
+ "attributes": {
276
+ "Primary Dimension": "3D (Extensible Game Engine)",
277
+ "Philosophy": "Component-Based WebGL Engine",
278
+ "Rendering Model": "Entity-Component Game Object structure",
279
+ "Ease of Use": "Medium-High (intuitive Unity-like component APIs)",
280
+ "Control Level": "Medium (driven through game objects and renderer nodes)",
281
+ "Performance (2D)": "Moderate",
282
+ "Performance (3D)": "High (supports shadow maps, skeletal animations)",
283
+ "Importing Models": "Custom JSON mesh serializer and shader files",
284
+ "Ecosystem Status": "Legacy / Archived (WebGL 1.0 era game engine)"
285
+ }
286
+ },
287
+ {
288
+ "name": "nanogl",
289
+ "url": "https://github.com/plepers/nanogl",
290
+ "attributes": {
291
+ "Primary Dimension": "N/A (WebGL micro-framework)",
292
+ "Philosophy": "Modular, Un-opinionated Micro-helpers",
293
+ "Rendering Model": "Raw WebGL API (lightweight class wrappers)",
294
+ "Ease of Use": "Medium (simplifies buffers/textures/VAOs, keeps raw WebGL)",
295
+ "Control Level": "Extremely High (raw WebGL access through wrappers)",
296
+ "Performance (2D)": "Extremely High (zero framework overhead)",
297
+ "Performance (3D)": "Extremely High (optimized and extremely lightweight)",
298
+ "Importing Models": "Manual parsing required (integrates with custom loaders)",
299
+ "Ecosystem Status": "Active/Stable (heavily used in portfolios)"
300
+ }
301
+ },
302
+ {
303
+ "name": "Alfrid",
304
+ "url": "https://github.com/yiwenl/Alfrid",
305
+ "attributes": {
306
+ "Primary Dimension": "N/A (WebGL 2 tool set)",
307
+ "Philosophy": "WebGL 2 wrappers for shader art",
308
+ "Rendering Model": "Raw WebGL 2 API (thin wrapper classes)",
309
+ "Ease of Use": "Medium (thin shortcuts for shaders, FBOs, and meshes)",
310
+ "Control Level": "Extremely High (wraps raw WebGL 2 context directly)",
311
+ "Performance (2D)": "Extremely High",
312
+ "Performance (3D)": "Extremely High (zero framework overhead, WebGL 2 optimized)",
313
+ "Importing Models": "Manual parsing required",
314
+ "Ecosystem Status": "Active/Stable (hugely popular in experimental creative coding)"
315
+ }
316
+ },
317
+ {
318
+ "name": "Medium",
319
+ "url": "https://github.com/davidpaulrosser/medium",
320
+ "attributes": {
321
+ "Primary Dimension": "N/A (WebGL 2 tool set)",
322
+ "Philosophy": "Progressive WebGL 2 toolkit",
323
+ "Rendering Model": "Raw WebGL 2 API (thin ES6 wrappers)",
324
+ "Ease of Use": "Medium (clean TS wrappers for attributes and pipelines)",
325
+ "Control Level": "Extremely High (wraps WebGL 2 context directly)",
326
+ "Performance (2D)": "Extremely High",
327
+ "Performance (3D)": "Extremely High (optimized wrappers, TS compiled)",
328
+ "Importing Models": "Manual parsing required",
329
+ "Ecosystem Status": "Legacy / Archived (historically interesting WebGL 2 wrapper)"
330
+ }
331
+ },
332
+ {
333
+ "name": "PicoGL.js",
334
+ "url": "https://github.com/tsherif/picogl.js",
335
+ "attributes": {
336
+ "Primary Dimension": "N/A (WebGL 2 only library)",
337
+ "Philosophy": "Minimal, WebGL 2 GPGPU-focused",
338
+ "Rendering Model": "Direct WebGL 2 draw calls & feedbacks",
339
+ "Ease of Use": "Medium-High (cleans up WebGL 2 entity bindings)",
340
+ "Control Level": "Extremely High (unlocked WebGL 2 context + GPGPU)",
341
+ "Performance (2D)": "Extremely High",
342
+ "Performance (3D)": "Extremely High (highly efficient WebGL 2 mapping)",
343
+ "Importing Models": "Manual parsing required",
344
+ "Ecosystem Status": "Active/Stable (popular for custom WebGL 2 / GPGPU render pipelines)"
345
+ }
346
+ },
347
+ {
348
+ "name": "mini-webgl",
349
+ "url": "https://github.com/jsantell/mini-webgl",
350
+ "attributes": {
351
+ "Primary Dimension": "3D (with 2D capabilities)",
352
+ "Philosophy": "Educational / Three.js-inspired toy",
353
+ "Rendering Model": "3D Scene Graph (Scene / Model / Camera)",
354
+ "Ease of Use": "High (extremely simple Three.js-like API)",
355
+ "Control Level": "High (unoptimized, direct code execution)",
356
+ "Performance (2D)": "Moderate",
357
+ "Performance (3D)": "Low-Moderate (strictly educational, unoptimized)",
358
+ "Importing Models": "Manual parsing required (provides Basic shapes)",
359
+ "Ecosystem Status": "Legacy / Educational (inactive)"
360
+ }
361
+ },
362
+ {
363
+ "name": "phenomenon-px",
364
+ "url": "https://github.com/vaneenige/phenomenon-px",
365
+ "attributes": {
366
+ "Primary Dimension": "N/A (Pixel shaders only)",
367
+ "Philosophy": "Minimalist pixel shader runner (~2kB)",
368
+ "Rendering Model": "Fullscreen quad frag shading (render callback)",
369
+ "Ease of Use": "Very High (simplest way to run pixel shaders)",
370
+ "Control Level": "High (direct GLSL fragment shader editing)",
371
+ "Performance (2D)": "Extremely High (screenspace pixel rendering)",
372
+ "Performance (3D)": "N/A",
373
+ "Importing Models": "N/A",
374
+ "Ecosystem Status": "Stable / Niche (archived/inactive)"
375
+ }
376
+ },
377
+ {
378
+ "name": "zen-3d",
379
+ "url": "https://github.com/shawn0326/zen-3d",
380
+ "attributes": {
381
+ "Primary Dimension": "3D (with 2D capabilities)",
382
+ "Philosophy": "Lightweight, performance-oriented three.js alternative",
383
+ "Rendering Model": "3D Scene Graph (Scene / Node / Camera)",
384
+ "Ease of Use": "High (clean API, lightweight)",
385
+ "Control Level": "Medium-High (lightweight wrappers, easy custom passes)",
386
+ "Performance (2D)": "High",
387
+ "Performance (3D)": "High (lightweight engine, minimal CPU state overhead)",
388
+ "Importing Models": "Out-of-the-box (gltf, obj loaders in extensions)",
389
+ "Ecosystem Status": "Active (widely known as `t3d.js` in modern dev)"
390
+ }
391
+ },
392
+ {
393
+ "name": "GLOW",
394
+ "url": "https://github.com/empaempa/GLOW",
395
+ "attributes": {
396
+ "Primary Dimension": "N/A (WebGL/Shader wrapper)",
397
+ "Philosophy": "Object-oriented shader and context wrapper",
398
+ "Rendering Model": "Direct shaders & context wrapper",
399
+ "Ease of Use": "Medium (requires shader expertise, simplifies program linking)",
400
+ "Control Level": "Extremely High (direct GPU shader inputs control)",
401
+ "Performance (2D)": "Extremely High (zero framework overhead)",
402
+ "Performance (3D)": "Extremely High",
403
+ "Importing Models": "Manual parsing required",
404
+ "Ecosystem Status": "Legacy / Archived (historical WebGL 1.0 helper)"
405
+ }
406
+ },
407
+ {
408
+ "name": "helixjs",
409
+ "url": "https://github.com/DerSchmale/helixjs",
410
+ "attributes": {
411
+ "Primary Dimension": "3D (Game Engine)",
412
+ "Philosophy": "Modular ECS game engine with strict materials",
413
+ "Rendering Model": "Entity-Component-System (ECS) & HDR Pipeline",
414
+ "Ease of Use": "Medium (strict material design & ECS system setup)",
415
+ "Control Level": "Medium (abstracted pipelines/post-processing)",
416
+ "Performance (2D)": "Moderate",
417
+ "Performance (3D)": "High (optimized WebGL 2 HDR renderer)",
418
+ "Importing Models": "Out-of-the-box (`helix-io` loaders)",
419
+ "Ecosystem Status": "Legacy / Inactive (archived personal project)"
420
+ }
421
+ },
422
+ {
423
+ "name": "GrimoireJS",
424
+ "url": "https://github.com/GrimoireGL/GrimoireJS",
425
+ "attributes": {
426
+ "Primary Dimension": "3D (Web-oriented)",
427
+ "Philosophy": "XML/GOML-driven DOM-like 3D rendering",
428
+ "Rendering Model": "Component-oriented scene tree via GOML XML",
429
+ "Ease of Use": "Very High (familiar XML markup for web developers)",
430
+ "Control Level": "Low-Medium (XML abstracted; requires custom JS component writing)",
431
+ "Performance (2D)": "Moderate",
432
+ "Performance (3D)": "High (optimized node-state cache compiler)",
433
+ "Importing Models": "Out-of-the-box (via `grimoirejs-gltf` plugins)",
434
+ "Ecosystem Status": "Legacy / Inactive"
435
+ }
436
+ },
437
+ {
438
+ "name": "litegl.js",
439
+ "url": "https://github.com/jagenjo/litegl.js",
440
+ "attributes": {
441
+ "Primary Dimension": "3D (with 2D capabilities)",
442
+ "Philosophy": "Direct OOP GPU buffer/shader wrapper",
443
+ "Rendering Model": "Direct WebGL entity abstraction classes (Mesh, Shader)",
444
+ "Ease of Use": "Medium-High (easy OOP wrappers, requires GL context knowledge)",
445
+ "Control Level": "Extremely High (thin direct buffers and shader program manipulation)",
446
+ "Performance (2D)": "Extremely High (direct buffer manipulation)",
447
+ "Performance (3D)": "Extremely High",
448
+ "Importing Models": "Modular (helper parsers for OBJ files)",
449
+ "Ecosystem Status": "Active / Stable (underpins WebGLStudio & Rendeer)"
450
+ }
451
+ },
452
+ {
453
+ "name": "CraZyPG",
454
+ "url": "https://github.com/PrincessGod/CraZyPG",
455
+ "attributes": {
456
+ "Primary Dimension": "N/A (WebGL 2.0 helper wrapper)",
457
+ "Philosophy": "Low-level WebGL 2.0 helper/loader",
458
+ "Rendering Model": "Raw WebGL 2.0 context with loader adapters",
459
+ "Ease of Use": "Low-Medium (low-level helpers)",
460
+ "Control Level": "Extremely High (close to raw WebGL 2.0)",
461
+ "Performance (2D)": "High",
462
+ "Performance (3D)": "High (direct WebGL 2 execution)",
463
+ "Importing Models": "Out-of-the-box (built-in GLTFLoader.js for WebGL 2)",
464
+ "Ecosystem Status": "Legacy / Inactive"
465
+ }
466
+ },
467
+ {
468
+ "name": "GLBoost",
469
+ "url": "https://github.com/emadurandal/GLBoost",
470
+ "attributes": {
471
+ "Primary Dimension": "3D (Render pipeline library)",
472
+ "Philosophy": "Balance high-level usability & low-level control",
473
+ "Rendering Model": "Scene Graph and Custom Render Pass / Expression",
474
+ "Ease of Use": "High (classic material helpers, convenient loops)",
475
+ "Control Level": "Medium-High (can override custom shaders cleanly)",
476
+ "Performance (2D)": "Moderate-High",
477
+ "Performance (3D)": "High",
478
+ "Importing Models": "Out-of-the-box (glTF 1.0/2.0 and OBJ loaders)",
479
+ "Ecosystem Status": "Legacy / Deprecated (superseded by new standards)"
480
+ }
481
+ },
482
+ {
483
+ "name": "redcube",
484
+ "url": "https://github.com/Reon90/redcube",
485
+ "attributes": {
486
+ "Primary Dimension": "3D (glTF 2.0 specialized viewer)",
487
+ "Philosophy": "Minimalist glTF 2.0 WebGL2/WebGPU renderer",
488
+ "Rendering Model": "Direct glTF 2.0 model rendering",
489
+ "Ease of Use": "Very High (load glTF and point to canvas)",
490
+ "Control Level": "Low-Medium (focuses on parsing/rendering glTF scene graph)",
491
+ "Performance (2D)": "N/A",
492
+ "Performance (3D)": "Extremely High (optimized glTF drawing & WebGL2/WebGPU)",
493
+ "Importing Models": "Out-of-the-box (purpose-built glTF 2.0 viewer)",
494
+ "Ecosystem Status": "Active (supports WebGL2 & modern WebGPU)"
495
+ }
496
+ },
497
+ {
498
+ "name": "RedGL2",
499
+ "url": "https://github.com/redcamel/RedGL2",
500
+ "attributes": {
501
+ "Primary Dimension": "3D (with GPGPU capabilities)",
502
+ "Philosophy": "High-performance comprehensive WebGL 3D library",
503
+ "Rendering Model": "View / Scene / Camera controller hierarchy",
504
+ "Ease of Use": "High (intuitive API and factory-style creation)",
505
+ "Control Level": "Medium-High (rich engine framework with context tools)",
506
+ "Performance (2D)": "High (high optimized draw arrays calls)",
507
+ "Performance (3D)": "Extremely High (PBR/glTF optimizations, state cachers)",
508
+ "Importing Models": "Out-of-the-box (comprehensive glTF loader)",
509
+ "Ecosystem Status": "Active / Stable (highly popular Korean WebGL engine)"
510
+ }
511
+ },
512
+ {
513
+ "name": "lightgl.js",
514
+ "url": "https://github.com/evanw/lightgl.js",
515
+ "attributes": {
516
+ "Primary Dimension": "3D",
517
+ "Philosophy": "Minimal OOP WebGL micro-helper wrapper",
518
+ "Rendering Model": "Direct OOP buffers & shaders (Mesh, Shader, Matrix)",
519
+ "Ease of Use": "Medium-High (easy OOP shapes/matrices)",
520
+ "Control Level": "Extremely High (direct GPU resource adapters)",
521
+ "Performance (2D)": "Extremely High",
522
+ "Performance (3D)": "Extremely High",
523
+ "Importing Models": "Manual parsing",
524
+ "Ecosystem Status": "Legacy / Archived (Evan Wallace's classic helper)"
525
+ }
526
+ },
527
+ {
528
+ "name": "p5.js",
529
+ "url": "https://github.com/processing/p5.js",
530
+ "attributes": {
531
+ "Primary Dimension": "2D & 3D (via WEBGL canvas option)",
532
+ "Philosophy": "Drawing canvas for artists & beginner coders",
533
+ "Rendering Model": "Immediate-mode canvas context draw commands",
534
+ "Ease of Use": "Extremely High (intuitive immediate drawing)",
535
+ "Control Level": "Low-Medium (hides context, exposes light sketch commands)",
536
+ "Performance (2D)": "High",
537
+ "Performance (3D)": "Moderate-High (for simple geometry sketching)",
538
+ "Importing Models": "Out-of-the-box (supports OBJ files)",
539
+ "Ecosystem Status": "Dominant in creative coding, actively maintained"
540
+ }
541
+ },
542
+ {
543
+ "name": "O-GL",
544
+ "url": "https://github.com/oframe/ogl",
545
+ "attributes": {
546
+ "Primary Dimension": "3D (with 2D capabilities)",
547
+ "Philosophy": "Modern, lightweight ES6 boilerplate reducer",
548
+ "Rendering Model": "Minimal Scene Graph (Transform / Mesh / Program)",
549
+ "Ease of Use": "High (very clean, light API)",
550
+ "Control Level": "Extremely High (unlocked context access)",
551
+ "Performance (2D)": "Extremely High",
552
+ "Performance (3D)": "Extremely High (minimal CPU frame graph)",
553
+ "Importing Models": "Modular (has GLTFLoader modules)",
554
+ "Ecosystem Status": "Active / Stable (widely popular in web agencies)"
555
+ }
556
+ },
557
+ {
558
+ "name": "WhitestormJS",
559
+ "url": "https://github.com/WhitestormJS/whitestorm.js",
560
+ "attributes": {
561
+ "Primary Dimension": "3D",
562
+ "Philosophy": "Component-oriented game engine on Three.js",
563
+ "Rendering Model": "Component Scene Graph with integrated Ammo.js physics",
564
+ "Ease of Use": "Very High (modular components, built-in physics)",
565
+ "Control Level": "Medium (wrapped around Three.js engine)",
566
+ "Performance (2D)": "Moderate",
567
+ "Performance (3D)": "High (Three.js optimized)",
568
+ "Importing Models": "Out-of-the-box (uses Three.js file loader backend)",
569
+ "Ecosystem Status": "Legacy / Archived"
570
+ }
571
+ },
572
+ {
573
+ "name": "Phaser",
574
+ "url": "https://github.com/photonstorm/phaser",
575
+ "attributes": {
576
+ "Primary Dimension": "2D (with WebGL acceleration)",
577
+ "Philosophy": "Fast, fun 2D game framework",
578
+ "Rendering Model": "2D Display List via WebGL sprite batcher",
579
+ "Ease of Use": "Very High (rich game-making features out-of-the-box)",
580
+ "Control Level": "Medium-Low (abstractions for sprites & physics systems)",
581
+ "Performance (2D)": "Extremely High (highly optimized sprite batch overlays)",
582
+ "Performance (3D)": "N/A (strictly 2D)",
583
+ "Importing Models": "Out-of-the-box (image and sprite maps loaders)",
584
+ "Ecosystem Status": "Dominant, actively maintained (HTML5 2D industry standard)"
585
+ }
586
+ },
587
+ {
588
+ "name": "OSG.js",
589
+ "url": "https://github.com/cedricpinson/osgjs",
590
+ "attributes": {
591
+ "Primary Dimension": "3D",
592
+ "Philosophy": "High-fidelity tree graphs (OpenSceneGraph port)",
593
+ "Rendering Model": "Node Scene Graph with culling and StateSets",
594
+ "Ease of Use": "Medium-Low (requires familiarity with C++ OSG syntax)",
595
+ "Control Level": "High (explicit state sets, culling control)",
596
+ "Performance (2D)": "Moderate",
597
+ "Performance (3D)": "Extremely High (culling/state optimization tree)",
598
+ "Importing Models": "Out-of-the-box (osgjs json parsing loaders)",
599
+ "Ecosystem Status": "Legacy / Archived"
600
+ }
601
+ },
602
+ {
603
+ "name": "Ammo.js",
604
+ "url": "https://github.com/kripken/ammo.js/",
605
+ "attributes": {
606
+ "Primary Dimension": "N/A (Physics Engine wrapper)",
607
+ "Philosophy": "Physics engine bindings via Emscripten",
608
+ "Rendering Model": "N/A (rigid-body solver matrices)",
609
+ "Ease of Use": "Low (direct Bullet port with raw pointers)",
610
+ "Control Level": "Extremely High (full physics calculations parameter details)",
611
+ "Performance (2D)": "N/A",
612
+ "Performance (3D)": "Outstanding (WASM physics loop solver)",
613
+ "Importing Models": "N/A",
614
+ "Ecosystem Status": "Active / Stable (foundational WebGL physics port)"
615
+ }
616
+ },
617
+ {
618
+ "name": "gl-engine",
619
+ "url": "https://github.com/gl-engine/gl-engine",
620
+ "attributes": {
621
+ "Primary Dimension": "3D",
622
+ "Philosophy": "Experimental modular ECS built on stack.gl",
623
+ "Rendering Model": "stack.gl modular bindings within ES6 classes",
624
+ "Ease of Use": "Medium (undocumented modular ES6 setup)",
625
+ "Control Level": "High (exposes stack.gl bindings)",
626
+ "Performance (2D)": "Moderate-High",
627
+ "Performance (3D)": "High (caches stack.gl buffers)",
628
+ "Importing Models": "Manual parsing (OBJ loading)",
629
+ "Ecosystem Status": "Legacy / Archived"
630
+ }
631
+ },
632
+ {
633
+ "name": "GLAM",
634
+ "url": "https://github.com/tparisi/glam",
635
+ "attributes": {
636
+ "Primary Dimension": "3D (Markup-driven)",
637
+ "Philosophy": "Declarative HTML/CSS style 3D document structure",
638
+ "Rendering Model": "Component markup trees parsed into Three.js nodes",
639
+ "Ease of Use": "Extremely High (familiar HTML/CSS styles)",
640
+ "Control Level": "Low (declarative styling maps)",
641
+ "Performance (2D)": "Moderate",
642
+ "Performance (3D)": "High (three.js compiled backend)",
643
+ "Importing Models": "Out-of-the-box (gltf, obj tags)",
644
+ "Ecosystem Status": "Legacy / Archived"
645
+ }
646
+ },
647
+ {
648
+ "name": "Deck.gl",
649
+ "url": "https://github.com/uber/deck.gl",
650
+ "attributes": {
651
+ "Primary Dimension": "2D & 3D (Geospatial overlays)",
652
+ "Philosophy": "WebGL2-powered layers for massive visual datasets",
653
+ "Rendering Model": "Custom layer pipelines rendering instanced geometries",
654
+ "Ease of Use": "High (layer configurations, integrated maps)",
655
+ "Control Level": "Medium (highly structured layer draw configurations)",
656
+ "Performance (2D)": "Extremely High (GPU aggregated scatterplot projections)",
657
+ "Performance (3D)": "Extremely High (renders millions of points on the GPU)",
658
+ "Importing Models": "Out-of-the-box (loaders.gl GeoJSON / 3D Tiles)",
659
+ "Ecosystem Status": "Dominant in geospatial visual analytics, active"
660
+ }
661
+ },
662
+ {
663
+ "name": "LumaGL",
664
+ "url": "https://github.com/uber/luma.gl",
665
+ "attributes": {
666
+ "Primary Dimension": "N/A (WebGL2/WebGPU wrapper)",
667
+ "Philosophy": "Performance-first context caching data-vis backend",
668
+ "Rendering Model": "Device models compiling attributes & device states",
669
+ "Ease of Use": "Medium (GPU device logic, shader hooks)",
670
+ "Control Level": "Extremely High (low-level GPU devices control)",
671
+ "Performance (2D)": "Extremely High",
672
+ "Performance (3D)": "Extremely High (optimizes WebGL2/WebGPU buffers)",
673
+ "Importing Models": "N/A (uses loaders.gl integration)",
674
+ "Ecosystem Status": "Active / Stable (underpins the vis.gl suite)"
675
+ }
676
+ },
677
+ {
678
+ "name": "Cesium",
679
+ "url": "http://cesiumjs.org/",
680
+ "attributes": {
681
+ "Primary Dimension": "3D (Geospatial Globe mapping)",
682
+ "Philosophy": "Professional virtual globes & GIS streaming terrain",
683
+ "Rendering Model": "Dynamic level-of-detail ellipsoidal tile trees",
684
+ "Ease of Use": "High (easy entities tracking, globe mapping)",
685
+ "Control Level": "Medium-High (viewer handles ellipsoidal matrix math)",
686
+ "Performance (2D)": "Extremely High",
687
+ "Performance (3D)": "Outstanding (streaming terrain tiles and 3D Tiles models)",
688
+ "Importing Models": "Out-of-the-box (industry standard glTF and 3D Tiles streaming)",
689
+ "Ecosystem Status": "Dominant in virtual globe Mapping, active"
690
+ }
691
+ },
692
+ {
693
+ "name": "xeogl",
694
+ "url": "https://github.com/xeolabs/xeogl",
695
+ "attributes": {
696
+ "Primary Dimension": "3D (Data-driven CAD visualizations)",
697
+ "Philosophy": "CAD/BIM friendly entity component visuals",
698
+ "Rendering Model": "Declarative data component CAD hierarchy",
699
+ "Ease of Use": "High (CAD/BIM assembly configurations)",
700
+ "Control Level": "Medium-High (CAD metadata and visual mappings control)",
701
+ "Performance (2D)": "Moderate",
702
+ "Performance (3D)": "Extremely High (optimized CAD hierarchy culling)",
703
+ "Importing Models": "Out-of-the-box (obj, gltf data components loaders)",
704
+ "Ecosystem Status": "Legacy / Stable (superseded by xeokit)"
705
+ }
706
+ },
707
+ {
708
+ "name": "PhiloGL",
709
+ "url": "https://github.com/senchalabs/philogl",
710
+ "attributes": {
711
+ "Primary Dimension": "3D (with data visualization layers)",
712
+ "Philosophy": "WebGL framework for visual charts & animation",
713
+ "Rendering Model": "Scene compilation with array shader options",
714
+ "Ease of Use": "High (simplifies setups, good animations)",
715
+ "Control Level": "High (granular shader compiles)",
716
+ "Performance (2D)": "High",
717
+ "Performance (3D)": "High (minimal wrapper)",
718
+ "Importing Models": "Manual parsing",
719
+ "Ecosystem Status": "Legacy / Archived"
720
+ }
721
+ },
722
+ {
723
+ "name": "A-Frame",
724
+ "url": "https://github.com/aframevr/aframe/",
725
+ "attributes": {
726
+ "Primary Dimension": "3D & VR",
727
+ "Philosophy": "DOM-driven Entity-Component-System VR layout",
728
+ "Rendering Model": "Three.js Scene Graph compiled from DOM elements",
729
+ "Ease of Use": "Extremely High (VR scenes via inline HTML tags)",
730
+ "Control Level": "Low-Medium (controlled via components; customizable in Three.js)",
731
+ "Performance (2D)": "Moderate",
732
+ "Performance (3D)": "Outstanding (Three.js WebXR pipelines optimized)",
733
+ "Importing Models": "Out-of-the-box (native gltf-model and obj-model nodes)",
734
+ "Ecosystem Status": "Dominant in WebXR/VR experiences, active"
735
+ }
736
+ }
737
+ ]
requirements.txt ADDED
@@ -0,0 +1 @@
 
 
1
+ numpy>=1.20.0
run_ultimate_pipeline.py CHANGED
@@ -449,7 +449,9 @@ def run_ultimate_pipeline():
449
  # LEVEL 1: RAW INGESTION & STRUCTURAL UPGRADE GATE
450
  # --------------------------------------------------------------------------
451
  print("\n[Level 1: Raw Ingestion & Improvement Gate] Loading and Upgrading 49 WebGL Frameworks...")
452
- db_path = r"c:\Users\DannyB\Desktop\Cool-Grphics\frameworks_db.json"
 
 
453
  if not os.path.exists(db_path):
454
  print(f"[!] Error: {db_path} not found.")
455
  return
 
449
  # LEVEL 1: RAW INGESTION & STRUCTURAL UPGRADE GATE
450
  # --------------------------------------------------------------------------
451
  print("\n[Level 1: Raw Ingestion & Improvement Gate] Loading and Upgrading 49 WebGL Frameworks...")
452
+ db_path = os.path.join(os.path.dirname(os.path.abspath(__file__)), "frameworks_db.json")
453
+ if not os.path.exists(db_path):
454
+ db_path = "frameworks_db.json"
455
  if not os.path.exists(db_path):
456
  print(f"[!] Error: {db_path} not found.")
457
  return