Strata - v1.4.10
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    Module strata

    @jbcom/strata

    The complete solution for foreground, midground, and background layer 3D gaming in Node.js. Provides terrain, water, vegetation, characters, fur, shells, molecular rendering, and more.

    Organized into submodules for easy integration into your game.

    For granular imports, use submodule paths:

    • @jbcom/strata/components - React Three Fiber components
    • @jbcom/strata/shaders - GLSL shaders
    • @jbcom/strata/presets - Pre-configured presets

    Modules

    yuka

    Namespaces

    buffer
    easing
    misc
    random
    triangle

    Enumerations - Entities & Simulation

    CollisionLayer

    Classes - World Building

    WeatherSystemCore

    Classes - Entities & Simulation

    CCDSolver
    FABRIKSolver
    LookAtController
    ProceduralGait
    SpringChain
    SpringDynamics
    TwoBoneIKSolver

    Classes - Effects & Atmosphere

    ParticleEmitterCore

    Classes - Player Experience

    CameraShakeCore
    FOVTransition

    Classes - Game Systems

    WebPersistenceAdapter

    Classes - Other

    DecalProjector
    HapticFeedback
    Howl
    InputManager
    InputStateMachine
    LODManager
    SoundManager
    SpatialAudio
    WindSimulation
    World
    WorldGraph

    Interfaces - World Building

    BillboardConfig
    CloudLayerConfig
    CloudMaterialOptions
    CloudSkyConfig
    DayNightConfig
    DecalInstance
    DecalProjectorConfig
    MarchingCubesOptions
    SkyMaterialOptions
    SpriteAnimationState
    SpriteSheetConfig
    TerrainChunk
    TimeOfDayState
    VolumetricCloudOptions
    WeatherState
    WindConfig

    Interfaces - Entities & Simulation

    BoneChain
    BoneConstraint
    BuoyancyConfig
    CharacterControllerConfig
    CollisionFilter
    DestructibleConfig
    GaitConfig
    GaitState
    IKSolverResult
    LookAtConfig
    LookAtState
    PhysicsConfig
    PhysicsMaterial
    RagdollBodyPart
    RagdollConfig
    RagdollJointConfig
    SpringConfig
    SpringState
    StrataPathfinderInstance
    VehicleConfig
    WheelConfig

    Interfaces - Effects & Atmosphere

    EmitterShapeParams
    GodRaysMaterialOptions
    ParticleBehavior
    ParticleEmitterConfig
    ParticleForces
    UnderwaterOverlayMaterialOptions
    VolumetricFogMeshMaterialOptions
    VolumetricPointLightMaterialOptions
    VolumetricSpotlightMaterialOptions

    Interfaces - Player Experience

    CameraPath
    CameraShakeConfig
    FOVTransitionConfig
    ScreenShakeIntensity

    Interfaces - Game Systems

    Archetype
    AutoSaveConfig
    BaseEntity
    CameraDebugValues
    CheckpointData
    CheckpointOptions
    ConnectionSystemEntity
    DebugPanelConfig
    DebugPanelTheme
    DebugPreset
    DebugStore
    FormatStatsOptions
    FormattedStats
    GameStoreActions
    GameStoreApi
    LightingDebugValues
    PerformanceStats
    PersistenceAdapter
    PhysicsDebugValues
    PostProcessingDebugValues
    QueryResult
    RegionSystemEntity
    SaveData
    SpawnSystemEntity
    StateChangeEvent
    StatsConfig
    StatsSnapshot
    StoreConfig
    StrataWorld
    SystemConfig
    SystemScheduler
    Tunnel
    TunnelConfig
    UseSystemOptions
    WorldConfig

    Interfaces - Rendering Pipeline

    BloomSettings
    BrightnessContrastSettings
    ChromaticAberrationSettings
    ColorGradingSettings
    DOFSettings
    FilmGrainSettings
    InstanceData
    InstancingOptions
    LUTConfig
    NoiseSettings
    PostProcessingPreset
    SepiaSettings
    ShaderUniform
    ShaderUniforms
    SSAOSettings
    ToneMappingSettings
    VignetteSettings

    Interfaces - Other

    AdapterMap
    AdvancedWaterMaterialOptions
    AnimationBlendReturn
    AnimationContext
    AnimationMachineConfig
    AnimationMachineReturn
    AnimationStateConfig
    AnimationTransitionConfig
    AudioBus
    AudioConfig
    AudioListenerState
    AudioMixer
    BiomeData
    BlendTreeConfig
    BlendTreeNode
    BlendWeights
    BoneDefinition
    CloudLayerUniforms
    Connection
    ConnectionDefinition
    ConnectionSystemState
    CoveringDefinition
    CoveringRegion
    CreatureDefinition
    CrystalMaterialOptions
    DissolveMaterialOptions
    DropItem
    DropTable
    EdgeData
    EnvironmentEffectConfig
    FBMConfig
    ForcefieldMaterialOptions
    FurConfig
    GlitchMaterialOptions
    GodRaysUniforms
    GradientMaterialOptions
    GraphEdge
    GraphNode
    HologramMaterialOptions
    IKChainDefinition
    ImpostorConfig
    LightingConfig
    LODConfig
    LODLevel
    LODState
    MarchingCubesResult
    MarkingDefinition
    MaterialDefinition
    MaterialPhysics
    ModeManager
    NGraph
    NNode
    NodeData
    NPathFinder
    NPCSpawn
    OptionalPackageStatus
    OrganicProperties
    OutlineMaterialOptions
    PathfinderConfig
    PathResult
    PatternDefinition
    PlatformCapabilities
    Position3D
    PropComponent
    PropDefinition
    Range
    RaymarchingMaterialOptions
    Region
    RegionDefinition
    RegionSystemState
    ResourceEntry
    ScanlineMaterialOptions
    Scene
    SceneManager
    SceneManagerConfig
    ShellPattern
    ShellProperties
    SimplificationOptions
    SkeletonDefinition
    SkyUniforms
    SmoothingOptions
    SoundConfig
    SpatialConfig
    SpawnEntry
    SpawnSystemConfig
    SpawnTable
    StrataGraph
    StrataGraphInstance
    TemperatureConfig
    TerrainNoisePreset
    TerrainTextures
    ToonMaterialOptions
    TransitionConfig
    TransitionManager
    TriggerableEntity
    TriggerComponent
    TriggerEntity
    UnderwaterOverlayUniforms
    UseAlignmentOptions
    UseAnimationBlendOptions
    UseAnimationMachineOptions
    UseArriveOptions
    UseCohesionOptions
    UseEvadeOptions
    UseFleeOptions
    UseFollowPathOptions
    UseInterposeOptions
    UseObstacleAvoidanceOptions
    UseOffsetPursuitOptions
    UsePursueOptions
    UseSeekOptions
    UseSeparationOptions
    UseWanderOptions
    Vec2Like
    Vec3Like
    Vec4Like
    VegetationLODConfig
    VolumetricCloudUniforms
    VolumetricFogMeshUniforms
    VolumetricPointLightUniforms
    VolumetricProperties
    VolumetricSpotlightUniforms
    WaterMaterialOptions
    WeatherStateConfig
    WeatherTransition
    WindSimulationConfig
    WorldGraphDefinition
    YukaVector3

    Interfaces - UI & Interaction

    CrosshairConfig
    DamageNumberConfig
    DialogChoice
    DialogConfig
    DialogLine
    GamepadState
    HapticPattern
    InputAxis
    InputEvent
    InputManagerConfig
    InventoryConfig
    InventorySlot
    MinimapConfig
    MinimapMarker
    NameplateConfig
    NotificationConfig
    PointerState
    ProgressBarConfig
    ScreenPosition
    TooltipConfig

    Type Aliases - Effects & Atmosphere

    EmissionShape

    Type Aliases - Game Systems

    ComponentKeys
    DebugInputs
    DebugSchema
    DebugTunnelId
    DebugValue
    GameStore
    OptionalComponents
    RequiredComponents
    StateChangeType
    StateListener
    SystemFn

    Type Aliases - Rendering Pipeline

    PostProcessingMood

    Type Aliases - Other

    AnimationChunk
    AnimationEvent
    AnimationStateName
    AudioFormat
    BiomeType
    BoundingShape
    CameraShakeType
    ColorChunk
    ConnectionType
    DistanceModel
    EasingFn
    EffectsChunk
    EnvironmentPreset
    LerpFn
    LightingChunk
    MaterialType
    NodeId
    Noise2D
    Noise3D
    Noise4D
    NoiseChunk
    ParticleEmitterType
    Platform
    RandomFn
    ShaderChunkCategory
    StandardTextureType
    TransitionType
    TriggerShape
    TriggerType
    UnlockCondition
    UVChunk
    WeatherSystemType
    WeatherType

    Type Aliases - UI & Interaction

    DragState
    TextDirection
    UIAnchor

    Variables - Entities & Simulation

    collisionFilters

    Variables - Game Systems

    ARCHETYPES
    DebugOverlayTunnel
    FPSCounterTunnel
    StatsPanelTunnel

    Variables - Other

    advancedWaterFragmentShader
    advancedWaterVertexShader
    animationSnippet
    atmosphereShader
    cloudLayerFragmentShader
    cloudLayerVertexShader
    colorSnippet
    COVERINGS
    create
    createReactAPI
    CREATURES
    DEFAULT_FBM_CONFIG
    DEFAULT_SPATIAL_CONFIG
    defaultEffectSettings
    defaultFurConfig
    dofScenarios
    dustParticlesShader
    ENVIRONMENT_PRESETS
    furFragmentShader
    furVertexShader
    godRaysFragmentShader
    godRaysVertexShader
    Howler
    immer
    instancingWindVertexShader
    lightingSnippet
    lutConfigs
    MATERIALS
    noiseSnippet
    PROPS
    raymarchingFragmentShader
    raymarchingVertexShader
    ShaderChunks
    simpleTerrainFragmentShader
    simpleTerrainVertexShader
    SKELETONS
    skyFragmentShader
    skyVertexShader
    temporal
    TERRAIN_PRESETS
    terrainFragmentShader
    terrainVertexShader
    TEXTURE_PROVIDER_PATTERNS
    underwaterOverlayFragmentShader
    underwaterOverlayVertexShader
    underwaterShader
    volumetricCloudFragmentShader
    volumetricCloudVertexShader
    volumetricFogMeshFragmentShader
    volumetricFogMeshVertexShader
    volumetricFogShader
    volumetricPointLightFragmentShader
    volumetricPointLightVertexShader
    volumetricSpotlightFragmentShader
    volumetricSpotlightVertexShader
    waterFragmentShader
    waterVertexShader
    webPersistenceAdapter

    Functions - World Building

    createCloudLayerGeometry
    createCloudLayerMaterial
    createDefaultCloudSkyConfig
    createGeometryFromMarchingCubes
    createNoise2D
    createNoise3D
    createNoise4D
    createSkyGeometry
    createSkyMaterial
    createTerrainNoise
    createVolumetricCloudGeometry
    createVolumetricCloudMaterial
    detectCapabilities
    detectPlatform
    fbm2D
    fbm3D
    generateTerrainChunk
    marchingCubes
    ridgedNoise2D
    sampleCloudDensity
    selectAdapter
    warpedNoise2D
    warpedNoise3D

    Functions - Entities & Simulation

    clampAngle
    createBoneChain
    createBoneChainFromLengths
    createGridGraph
    createPathfinder
    dampedSpring
    dampedSpringVector3
    findClosestNode
    simplifyPath
    smoothPath

    Functions - Effects & Atmosphere

    blendGodRayColors
    calculateGodRayIntensityFromAngle
    calculateScatteringIntensity
    createGodRaysMaterial
    createParticleEmitter
    createPointLightSphereGeometry
    createSpotlightConeGeometry
    createUnderwaterOverlayMaterial
    createVolumetricFogMeshMaterial
    createVolumetricPointLightMaterial
    createVolumetricSpotlightMaterial

    Functions - Player Experience

    calculateHeadBob
    calculateLookAhead
    calculateScreenShakeIntensity
    evaluateCatmullRom
    lerpVector3
    slerp
    smoothDampScalar
    smoothDampVector3

    Functions - Game Systems

    addComponent
    calculateAverageStats
    calculateChecksum
    clearTunnels
    combineSystems
    conditionalSystem
    countEntities
    createDebugButton
    createDebugPanel
    createFromArchetype
    createGameStore
    createStatsSnapshot
    createSystem
    createSystemScheduler
    createTunnel
    createWorld
    findEntityById
    formatStats
    generateEntityId
    getDebugTunnel
    getTunnel
    hasComponents
    removeComponent
    resetEntityIdCounter
    useCameraDebug
    useDebugControls
    useDebugFolder
    useLightingDebug
    usePhysicsDebug
    usePostProcessingDebug
    useScheduler
    useStats
    useSystem
    verifyChecksum
    withTiming

    Functions - Rendering Pipeline

    buildFragmentShader
    buildVertexShader
    composeShaderChunks
    createColorUniform
    createInstancedMesh
    createProgressUniform
    createTimeUniform
    createVector2Uniform
    createVector3Uniform
    generateInstanceData

    Functions - Other

    adaptCloudColorsForTimeOfDay
    addEdge
    addNode
    aGreedy
    angleToAxis
    apertureToBokehScale
    applyDrag
    applySpriteSheetFrame
    approximately
    aStar
    axisToAngle
    axisToMagnitude
    batchLODObjects
    blendPostProcessingPresets
    button
    calcNormal
    calculateBlendWeights
    calculateBoneRotation
    calculateBuoyancyForce
    calculateDistance
    calculateExplosionForce
    calculateFocusDistance
    calculateFocusDistanceToMesh
    calculateForce
    calculateImpostorAngle
    calculateImpulse
    calculateJumpImpulse
    calculateLandingVelocity
    calculateLODLevel
    calculateScreenSpaceSize
    calculateSlopeAngle
    calculateSteeringAngle
    calculateSuspensionForce
    calculateTemperature
    calculateVegetationDensity
    calculateWindOffset
    clamp
    clamp01
    clampAxis
    clearOptionalPackageCache
    clearTextureCache
    createAdvancedWaterMaterial
    createAdvancedWaterUniforms
    createAnimationMachine
    createAvianSkeleton
    createBillboardMatrix
    createBipedSkeleton
    createBloodSplatterTexture
    createBulletHoleTexture
    createCloudLayerUniforms
    createCombatMachine
    createConnectionSystem
    createCrystalMaterial
    createDecalTexture
    createDefaultBuoyancyConfig
    createDefaultCharacterConfig
    createDefaultDestructibleConfig
    createDefaultPhysicsConfig
    createDefaultVehicleConfig
    createDissolveMaterial
    createDitherPattern
    createFootprintTexture
    createForcefieldMaterial
    createFurMaterial
    createFurUniforms
    createGlitchMaterial
    createGodRaysUniforms
    createGradientMaterial
    createGraph
    createHologramMaterial
    createHumanoidRagdoll
    createImpostorGeometry
    createImpostorTexture
    createInputManager
    createLocomotionMachine
    createLODLevels
    createMetalMaterial
    createModeManager
    createNGraph
    createOrganicMaterial
    createOutlineMaterial
    createPersistenceAdapter
    createQuadrupedSkeleton
    createRaymarchingGeometry
    createRaymarchingMaterial
    createRegionSystem
    createScanlineMaterial
    createSceneManager
    createScorchMarkTexture
    createSerpentineSkeleton
    createShellMaterial
    createSimpleTerrainUniforms
    createSkyUniforms
    createSoundManager
    createSpatialAudio
    createSpawnSystem
    createSpriteSheetAnimation
    createSpriteSheetMaterial
    createTerrainMaterial
    createTerrainUniforms
    createToonMaterial
    createTransitionManager
    createTriggerSystem
    createUnderwaterOverlayUniforms
    createVegetationLODLevels
    createVolumetricCloudUniforms
    createVolumetricFogMeshUniforms
    createVolumetricMaterial
    createVolumetricPointLightUniforms
    createVolumetricSpotlightUniforms
    createWaterGeometry
    createWaterMaterial
    createWaterPuddleTexture
    createWaterUniforms
    createWeatherSystem
    createWebPersistenceAdapter
    createWindSimulation
    createWoodMaterial
    createWorldGraph
    degToRad
    deltaAngle
    distanceSquared2D
    distanceSquared3D
    easeInCubic
    easeInOutCubic
    easeOutCubic
    easeOutElastic
    eulerToQuat
    fbm
    findPath
    findPathDijkstra
    focalLengthToFOV
    folder
    fovToFocalLength
    fromNavMesh
    generateDebrisVelocity
    generateLODGeometries
    getAudioContext
    getBiomeAt
    getLightScreenPosition
    getOptionalPackagesStatus
    getPrecipitationType
    getSpriteSheetUVs
    getTerrainHeight
    getTimeOfDayEffects
    hermiteInterpolate
    interpolateLODMaterials
    inverseLerp
    isAudioContextUnlocked
    isCapacitor
    isNative
    isOptionalPackageAvailable
    isWalkableSlope
    isWeb
    lerp
    lerpAngle
    Leva
    LevaPanel
    loadBiomeTextures
    loadOptionalPackage
    loadTexture
    loadTextureSet
    mergeOptionalExports
    moveTowards
    nba
    noise3D
    normalizeAxisValue
    opIntersection
    opSmoothIntersection
    opSmoothSubtraction
    opSmoothUnion
    opSubtraction
    opUnion
    pingPong
    preloadBiomeTextures
    probeOptionalPackage
    projectVelocityOntoGround
    radToDeg
    remap
    remapRange
    resetPlatformCache
    resumeAudioContext
    sampleCurve
    sdBox
    sdCapsule
    sdCaves
    sdCone
    sdPlane
    sdRock
    sdSphere
    sdTerrain
    sdTorus
    setupAutoUnlock
    shouldUseLOD
    simplifyGeometry
    smoothDamp
    smootherstep
    smootherStep
    smoothstep
    smoothStep
    sortBillboardsByDepth
    suspendAudioContext
    tunnelRat
    unlockAudioContext
    updateBillboardRotation
    updateImpostorUV
    updateSpriteSheetAnimation
    useAlignment
    useAnimationBlend
    useAnimationMachine
    useArrive
    useCohesion
    useControls
    useCreateStore
    useCrossFade
    useEvade
    useFlee
    useFollowPath
    useInterpose
    useObstacleAvoidance
    useOffsetPursuit
    usePursue
    useSeek
    useSeparation
    useStore
    useSyncAnimationActions
    useWander
    warpedFbm
    wrapAngle

    Functions - UI & Interaction

    calculateFade
    clampProgress
    createDefaultCrosshair
    createDefaultDamageNumber
    createDefaultDialog
    createDefaultInventory
    createDefaultMinimap
    createDefaultNameplate
    createDefaultNotification
    createDefaultProgressBar
    createDefaultTooltip
    formatNumber
    formatProgressText
    getAnchorOffset
    getDamageNumberColor
    getNotificationColor
    getNotificationIcon
    getTextDirection
    screenToWorld
    worldToScreen

    References - World Building

    WeatherSystem → WeatherSystemCore

    References - Effects & Atmosphere

    ParticleEmitter → ParticleEmitterCore

    References - Player Experience

    CameraShake → CameraShakeCore