Loading and playing animations from Aseprite sprite sheets with tag-based animation control.

Stress test rendering thousands of animated sprites to measure engine performance.

Visual comparison of all supported blend modes (normal, multiply, screen, overlay, darken, lighten, etc.).

Behind-the-plane arcade shooter on Camera3d + 3D Mesh models — arrows / WASD to fly, space to shoot.

Perspective camera orbiting three sprite billboards spaced along the z axis. Drag to orbit; closer sprites render larger.

Nested and animated Container clipping.

Detect and display GPU-supported compressed texture formats (S3TC, ASTC, ETC2, PVRTC, BPTC).

Display device capabilities, screen resolution, and browser feature detection.

Interactive drag-and-drop with pointer events, collision detection, and drop zones.

Linear and radial gradients for sky backgrounds, health bars, UI buttons, and lighting effects.

Drawing primitives: rectangles, circles, ellipses, lines, polygons, and rounded shapes.

Minimal setup showing engine initialization, viewport configuration, and text rendering.

Experimental WebGPU backend: sprites, text, blend modes, primitives, clipping and stencil masks.

Isometric tile map rendering with Tiled map support, camera follow, and NPC entities.

2D lighting system with dynamic light sources, shadows, and blend mode effects.

Per-pixel sprite lighting from normal maps. Three procedurally-generated orbs react to a moving Light2d.

Per-pixel sprite lighting from normal maps. Animated character lit by a moving cursor light.

Screen-space refraction via renderer.toFrameTexture(): swimming fish rippled through the live scene.

Normal-mapped tiles under a moving Light2d, distorted by a rising heat-haze effect.

Stealth-style vision cone driven by the portable adapter.raycast API.

Sprite masking with different shapes (rounded rectangle, ellipse, star polygon) and blend modes.

Rotating textured 3D objects (cube, sphere, teapot) loaded from OBJ files with perspective projection.

A Blender-authored scene (Kenney Platformer Kit, CC0) exported to GLB.

A rigged blocky character (Kenney, CC0) loaded from GLB, using node-TRS animation.

A low-poly procedural downtown using emissive geometry with a looping Camera3d flythrough.

Sprite3d billboard modes under an auto-orbiting Camera3d — the 2.5D building block.

3D cube pet models from Kenney with MTL material support — texture and colors auto-resolved.

Rotating 3D models with multiple materials and per-mesh tinting from .mtl files.

Side-scrolling platformer with physics, tile collisions, enemies, collectibles, particles.

A version of the platformer using custom physics through the @melonjs/matter-adapter package.

Top-down 8-ball pool driven by @melonjs/matter-adapter — drag-to-aim, release-to-strike.

Neon-cyberpunk plinko driven by @melonjs/planck-adapter — click to drop balls.

Classic space invaders game with player movement, shooting mechanics, and enemy wave patterns.

Showcase of all 16 built-in ShaderEffect presets for per-sprite visual effects (WebGL).

Displaying and transforming sprites with scaling, rotation, and alpha blending.

Trail renderable that draws a fading, tapering ribbon behind a moving sprite.

Loading and playing Spine skeletal animations with the @melonjs/spine-plugin.

Rendering complex shapes via SVG path parsing (M, L, Q, C, A commands) on both WebGL and Canvas.

Bitmap fonts, system fonts, text alignment, word wrapping, and styled text rendering.

Loading and using TexturePacker atlas for sprite animation and background rendering.

Loading various Tiled map formats: orthogonal, isometric, hexagonal, and perspective.

Draggable UI panels with buttons, checkboxes, and custom font rendering.

Video playback using the asset loader and Sprite class to display an MP4 video on canvas.

Side-scroller overworld with a refracting pond — screen_texture / screen_uv / noise_uv shader builtins.

Complete mini-game with sprite animations, input handling, scoring, and audio.
