#PixiJS
Issue #666 of Gamedev.js Weekly newsletter about Google Playground, js13kGames 2026 winners, and PixiJS AI skills is out - go check it!

gamedevjsweekly.com/666

#HTML5 #JavaScript #gamedevjs #gamedev #weekly #newsletter #js13k #Google #PixiJS
Google Playground, js13kGames 2026 winners, and PixiJS AI skills
Check out issue #666 of Gamedev.js Weekly — the free, weekly newsletter about web game development.
gamedevjsweekly.com
October 9, 2026 at 2:16 PM
Same cat, now in PixiJS 8: a layered PSD rigged into Spine 4.2 and loaded with spine-pixi-v8. Four short code blocks, live demo.
riggyapp.com/blog/pixi-sp...
#gamedev #pixijs #indiedev
October 8, 2026 at 4:00 PM
NixieFX tutorial: trigger a PixiJS combo flare only when the meter crosses its threshold
A combo-meter flare should mark the moment a player earns a new state. If it runs on every update while the meter is full, the signal becomes background noise and repeated effects can overlap unnecessarily. This NixieFX tutorial separates two responsibilities: plain JavaScript decides when the threshold is crossed, and the PixiJS scene renders a short effect. Reduced-motion mode keeps a persistent “Combo ready” message while omitting the decorative burst. ## Define the trigger before authoring the effect For this example, the threshold is 100. Moving from 99 to 100 should trigger once. Moving from 100 to 105 should not trigger again. Dropping below 100 rearms the cue. These are proposed gameplay rules; change them if your meter uses a different reward model. Keep the rule independent of the renderer so it can be checked without a canvas: export function createThresholdGate(threshold = 100, initial = 0) { if (!Number.isFinite(threshold) || !Number.isFinite(initial)) { throw new TypeError('Use finite meter values'); } let previous = initial; return (next) => { if (!Number.isFinite(next)) throw new TypeError('Invalid meter value'); const crossed = previous < threshold && next >= threshold; previous = next; return crossed; }; } Initializing the gate at an already-full value deliberately does not play an entrance flare. A saved game opening with a full meter should still display the ready state. Treat “ready on load” and “became ready during play” as separate events. ## Author a short, readable flare Create a Pixi-oriented effect named “Combo Flare” in a local NixieFX project. Start with one unlit billboard emitter, a single burst of 12 particles, no continuous emission, and a lifetime of 0.35 seconds. Use a soft texture, modest outward movement, and an alpha fade to zero. These values are design starting points, not measured performance recommendations. Place the origin beside the meter rather than over the number. Preview against the actual HUD background and reduce the burst if it obscures useful information. Keep prepared 3D meshes, mesh-surface emission, lit shading, and GPU-depth-dependent behavior out of this Pixi recipe. The NixieFX PixiJS integration guide covers exporting the effect and loading it into the Pixi adapter. Follow that setup first, then use the event wiring below in the initialized scene. Confirm that the exported effect ID is `combo-flare`. ## Connect the gate to the existing scene The following integration fragment assumes `app`, `vfx`, and the validated `bundle` already exist. It also assumes a real HTML status element named `combo-status` beside the canvas. The runnable lab and embedded source supply a complete isolated fixture. Configure PixiVfxRenderer with createPixiVfx2dProjection({ yAxis: "down" }) when passing screen coordinates, and rotate the circle emitter 90 degrees around X into the XY plane. const crossedThreshold = createThresholdGate(100, 0); const status = document.querySelector('#combo-status'); const motion = window.matchMedia('(prefers-reduced-motion: reduce)'); const definition = bundle.effectsById.get('combo-flare'); if (!status || !definition) throw new Error('Missing status or effect'); const live = new Set(); let ready = false; export function setCombo(next, x, y) { const crossed = crossedThreshold(next); const nextReady = next >= 100; if (nextReady !== ready) { ready = nextReady; status.textContent = ready ? 'Combo ready' : 'Combo charging'; } if (crossed && !motion.matches) { live.add(vfx.createEffect(definition, { position: [x, y, 0], seed: 42 })); } } function clearFlares() { for (const fx of live) vfx.removeEffect(fx, true); live.clear(); } function onMotionChange() { if (motion.matches) clearFlares(); } motion.addEventListener('change', onMotionChange); // Use this as this scene's single VFX update path. function tick(ticker) { vfx.update(ticker.deltaMS / 1000); for (const fx of live) { if (!fx.isActive) { vfx.removeEffect(fx, true); live.delete(fx); } } } app.ticker.add(tick); export function disposeComboCue() { app.ticker.remove(tick); motion.removeEventListener('change', onMotionChange); clearFlares(); } Use coordinates in the VFX parent’s local space. If the meter belongs to a scaled or translated container, convert its position before calling `setCombo`. Do not add a second VFX update loop if the scene already owns one. Initialize the HTML status as “Combo charging” and use `role="status"`; update it on state changes rather than every frame. ## Reproduce the important cases Feed the sequence 0, 99, 100, 105, 80, 100 into the gate. The expected crossing count is two. Repeat with reduced motion enabled: the threshold logic is unchanged, but no decorative flare should be created. Toggle reduced motion while a flare is active and confirm it clears. Also check repeated values, an initial value above the threshold, a scene exit, and missing assets. The gate does not prevent legitimate rapid recrossings; add a game-specific cooldown or hysteresis only if that matches the intended rules. ## Observed runtime result The fixture uses NixieFX 0.1.17 and PixiJS 8.22.0. The sequence produced two threshold events, two created effect instances, and zero remaining instances after completion. Reduced motion preserved two threshold events while creating zero instances. At the frozen 0.10-second capture, the renderer reported twelve active particles. The export validated for pixi2d and three3d with no errors. These are functional observations from an isolated fixture, not a performance benchmark. ## Limits The JavaScript gate can be verified independently. Visual quality, exported-effect compatibility, and device performance require the real PixiJS build. Reduced motion is implemented by the host application here; it is not an automatic property of the authored effect. Do not infer a frame-rate guarantee from the small particle count.
dev.to
October 8, 2026 at 10:06 AM
Утиная охота в браузере: PixiJS, WebGL, генератор уровней. Стреляй по уткам, пёс приносит добычу. Генератор своих уровней — собери свой тир.

https://www.igrasu.ru/games/A-D/D/duck-hunt/?utm_source=bsky&utm_content=v6&utm_campaign=catalog_duck-hunt
#igrasu
October 7, 2026 at 2:06 PM
背景の3Dにこのシステム(lumina & Three.js)を配置し、前面のキャラクターのUIや2Dエフェクトに(rpg maker mv & PixiJS)を重ねる構成にしたい。とAIに言ったら可能ですと帰ってきたのでやってみたいが、今日からマビノギモバイルなんよ。こういう時は自分が2人欲しいw
October 7, 2026 at 12:55 AM
his week, besides refactoring various little things, I implemented enemy selection.

The basic logic works, but I want to make it more flexible and reusable.

#indiedev #deckbuilder #cyberpunk #pixijs
October 2, 2026 at 4:22 PM
PixiJS Game Developer — Side
USD 40/mo
Brazil

https://hiring.lat/job/pixijs-game-developer-side/286504

#html #git
October 2, 2026 at 9:30 AM
If you're coming to GiC in Poznań and will feel bored - I invite you to my presentation about web games market nobody talks about!
Zapraszam!

#webgames #webgamedev #gamedev #indiedev #Poki #Wavedash #CrazyGames #Defold #Unity #Construct #ThreeJS #PixiJS
October 2, 2026 at 9:01 AM
It's fast. ⚡

I wanted to know how LittleJS really stacks up, so I built an open benchmark: sprites and lit 3D cubes, same test for every engine. LittleJS keeps up with the fastest paths of PixiJS, Three.js and PlayCanvas, and leads in several.

Try it: killedbyapixel.github.io/webgl-engine...
October 2, 2026 at 5:14 AM
The battle scene in progress.

There's not much to look at yet, but enemies now have a new layout system, allowing them to be placed in two rows.

Will be able to add mechanics like pushing and rearranging enemies, and shooting to the back row

#gamedev #indiedev #deckbuilder #cyberpunk #pixijs
September 28, 2026 at 4:51 PM
In this @observablehq.com notebook, I tried to automatically convert a 'geoviz' SVG maps to WebGL using PixiJS. There are still some bugs. If you’d like to help or suggest alternative approaches, contributions are very welcome! observablehq.com/@neocarto/sv...
observablehq.com
September 23, 2026 at 7:24 AM
Hound Of Null - Devlog #3 - Exploration

I've made the basic navigation system.
and add action-cards.

Next - battle system.

#gamedev #indiedev #deckbuilder #cyberpunk #pixijs
September 18, 2026 at 10:45 AM
Had a few questions about this...

Yes the video is built with PixiJS 3D
The animations are done with GSAP 💚
Why not open source right away? We are a small team and this helps us manage support and maintenance while we iron out any issues
September 15, 2026 at 5:56 PM
PixiJS 3D closed beta signup is now open 🎉

2D and 3D in one place, the PixiJS way!

Fast by default.
WebGPU first with WebGL fallback.
Drop in 3D like it was always there.

Closed beta for the next couple of weeks, then open source!

Register 👇
pixijs.com/3d
September 15, 2026 at 5:56 PM
It's a complete re-write with SvelteKit. Every song has seen some sort of adjustment and improvements, but the biggest ones are felt in the songs that utilize PixiJS.

Apologies for being late again. I'm not planning on this big of a gap in updates again.
September 11, 2026 at 7:33 PM
A useful overview of the web-native F2P stack—Three.js, PixiJS, particles, audio, backend, and live ops—without pretending one giant engine is required. nixiefx.com/mobile-game-...
The F2P mobile game stack of the future is web
Three.js for the world, PixiJS for UI, NixieFX for VFX, Figma for design, SpacetimeDB for backend, Capacitor + Capawesome to ship. Every layer LLM-ready with agent skills.
nixiefx.com
September 9, 2026 at 9:12 AM
Portable effects need honest compatibility checks. NixieFX exports per-backend support reports—supported, partial, or blocked—so a Three.js-only feature doesn’t silently break a PixiJS build. nixiefx.com/vfx-runtime-...
NixieFX documentation — editor and runtime feature reference
Every NixieFX feature in one reference: emitters and modules, the node-based material editor, PixiJS and Three.js backends, the export bundle, and runtime integration.
nixiefx.com
September 9, 2026 at 9:03 AM
VFX is a rough area for coding agents because “make it feel better” is not an executable spec. These NixieFX skills give agents actual authoring and runtime workflows for PixiJS and Three.js. nixiefx.com/skills/
NixieFX Skills — Teach Your AI Agent Real-Time VFX
Install the public NixieFX skills for particle authoring and Three.js or PixiJS runtime integration.
nixiefx.com
September 9, 2026 at 9:03 AM
A detail I like in NixieFX: one deterministic simulation feeds both PixiJS and Three.js adapters. The Three.js guide shows bundle loading, seeded effects, update lifecycle, providers, and cleanup. nixiefx.com/threejs-runt...
NixieFX Three.js runtime — guide and API reference
Everything the nixie-fx Three.js adapter exposes: loadVfxExportBundle, ThreeVfxRenderer, effect instances, providers, runtime controls, stats, and performance guidance.
nixiefx.com
September 9, 2026 at 9:03 AM
Building PixiJS UI juice? This tutorial wires a button burst and reward coin fountain into PixiJS v8, with effects authored as JSON and played through a small runtime. Useful if you’re tired of tuning particle constants in code. nixiefx.com/pixijs-parti...
PixiJS particle effects: juicing game UI with NixieFX
Build a PixiJS v8 UI scene and add real particle juice: author effects in the free browser-based NixieFX editor, export a runtime bundle, and attach bursts to buttons and reward popups.
nixiefx.com
September 9, 2026 at 9:03 AM
Shoutout to the reddit user who said the font was giving him headaches. I had gotten so used to the blur that when I found the simple rendering config fix, the clarity was almost blinding!

A small update later today will fix the blur and add some more font settings

#gamedev #typography #pixijs
September 9, 2026 at 7:28 AM
Building an On-Device AR Game With MediaPipe, PixiJS, and Capacitor

From a village in Zulia to the App Store: how an immigrant working construction in Zurich built AURADUEL, an on-device AR game for teens, for Shipaton 2026.
#hackernews #news
Building an On-Device AR Game With MediaPipe, PixiJS, and Capacitor
From a village in Zulia to the App Store: how an immigrant working construction in Zurich built AURADUEL, an on-device AR game for teens, for Shipaton 2026.
hackernoon.com
September 8, 2026 at 8:50 PM
From a village in Zulia to the App Store: how an immigrant working construction in Zurich built AURADUEL, an on-device AR game for teens, for Shipaton 2026. #shipaton
Building an On-Device AR Game With MediaPipe, PixiJS, and Capacitor
hackernoon.com
September 7, 2026 at 8:42 PM
And we, we released a new version of axi-engine/data - a whole v0.6.0!

A library that literally no one uses except me, and probably won't be used by anyone else anytime soon (and that's fine).

#pixijs #typescript #indiedev #typescript #webdev #opensource
www.npmjs.com
September 1, 2026 at 1:00 PM