Examples
Shortcuts to getting started.
Self contained cloneable templates that demonstrate real world use of three-flatland features.
Basic Sprite
A 2D sprite on screen with the smallest possible setup. The starting point.
Animation
Spritesheet-driven animation with frame-perfect timing on the GPU.
Batch Rendering
Thousands of sprites in a single draw call via automatic batching.
Knightmark
Animated knights, collisions, spatial hashing — the throughput stress test.
Pass Effects
Composable post-processing — CRT, LCD, VHS, and friends — applied per scene.
TSL Nodes
Custom shader effects authored in Three Shader Language. Per-sprite, batched.
Tilemap
Tiled-editor JSON loaded as efficient tile layers, animated tiles, collision data.
Skia
GPU-accelerated 2D vector graphics via Skia WASM with WebGPU and WebGL.
Slug Text
Resolution-independent GPU text — Bezier outlines evaluated per-pixel, crisp at any zoom.
2D Lighting
Dynamic Forward+ sprite lighting — draggable point lights, flicker, and animated sprites in a lit dungeon.