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esengine/estella

estella

A fast 2D and 3D game engine — TypeScript SDK, C++/WebAssembly core, visual editor. Ship one project to web, desktop, WeChat MiniGames, playable ads, and native Android / iOS.

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THE USEFUL PART

What estella does.

A fast 2D and 3D game engine — TypeScript SDK, C++/WebAssembly core, visual editor. Ship one project to web, desktop, WeChat MiniGames, playable ads, and native Android / iOS.

2d-game-engine3d3d-game-engineandroidcppecsgame-editorgame-enginegamedeviostypescriptwebassemblywebglwebgpuwechat-minigame
Language
TypeScript
Source license
Apache-2.0
Project website
Open website
Repository updated
2026-11-10
Content checked
2026-11-11

THE STACKRADAR WALKTHROUGH

Three useful things to know.

A short introduction from our reel. See the project README for the current details.

01

Fast rendering WebAssembly power

This repo lets you render fast 2D and 3D graphics with a C++ core compiled to WebAssembly, giving desktop‐class performance in browsers and smooth animation.

02

Visual editor no JSON hassle

This repo lets you use a visual editor with hierarchy, inspector, and asset browser, so you can build scenes without hand‐editing JSON files or external tools.

03

One codebase multiple platforms

This repo lets you ship the same project to web, desktop, WeChat MiniGames, playable ads, and native Android or iOS, keeping a single codebase for all platforms.

GITHUB SNAPSHOT

The project in numbers.

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OBSERVED STAR HISTORY

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Repository screenshot / estellaOpen source page
estella repository screenshot

FROM THE PROJECT

README & features

Source excerpts from the project's README. Not an independent review, verification or security audit.

Estella

A fast 2D and 3D game engine powered by WebAssembly and ECS

[](https://github.com/esengine/estella/actions/workflows/build.yml) [](LICENSE) [](https://github.com/esengine/estella/releases) [](https://isocpp.org/) []() [](https://deepwiki.com/esengine/estella)

Website • Getting Started • Documentation • Discord • QQ群: 481923584

What is Estella?

Estella is a 2D and 3D game engine — sprites, tilemaps and UI as much as lit, shadowed, physically simulated 3D worlds — with a TypeScript SDK driven by a high-performance C++ core — as WebAssembly on the web, and compiled ahead of time on native platforms. It outputs games that run in web browsers, on the desktop, in WeChat MiniGames, as single-file playable ads, and as native Android / iOS apps. A visual editor is available as a separate, free download.

Amazon Lumberyard Bistro, rendered in real time by Estella (a sun that follows the sky, baked bounce light and reflections, the Neutral output transform). Scene © Amazon Lumberyard, CC BY 4.0 , modified.

Why Estella?

2D and 3D, one engine — Sprites, tilemaps, UI and Spine alongside PBR-lit models, shadows, baked lighting and 3D physics, in the same scene, editor and export pipeline

Fast — C++ rendering pipeline compiled to WebAssembly, not interpreted JS

Type-safe — First-class TypeScript SDK with defineSystem, defineComponent, and Query

Data-oriented — Entity-Component-System architecture for scalable game logic

Visual editor — Scene hierarchy, inspector, asset browser — no JSON editing

Cross-platform — One codebase, deploy to web, desktop, WeChat MiniGames, playable ads, and native mobile

Animation & Physics — Built-in Spine animation, skeletal animation, and 2D and 3D physics

Agent-native — The editor is an MCP server and ships an agent of its own; both drive the same tools its UI does

Features

FeatureDescription
Visual EditorScene editor with hierarchy, inspector, and asset management
ECS ArchitectureCompose entities from reusable components, drive behavior with systems
2DSprites, tilemaps, UI, text, Spine and DragonBones animation, 2D physics, particles, lighting
3DglTF / FBX import, PBR materials, directional / point / spot lights with shadows, HDRI environments, baked lightmaps and light probes, reflection probes, decals, 3D physics, skeletal animation, navigation, post-processing, streamed large worlds
WebGL / WebGPU RenderingOne renderer for 2D and 3D, custom shaders — all in WebAssembly
TypeScript SDKType-safe API: defineSystem, defineComponent, Query, Commands
Cross-PlatformOne project → web, desktop, WeChat MiniGames, playable ads, and native Android / iOS
Native mobileA real arm64 app rendering through an embedded Dawn (Metal / Vulkan) — not a WebView
AI agentsThe editor is an MCP server with 130+ tools: connect Claude Code, Cursor or your own agent

Install

Download the editor for Windows or macOS from estellaengine.com — served from the project's mirror, always the newest release. Every build is also on the releases page.

Create a Project

Open the editor and click New Project

Enter a project name, select a location, and click Create

The editor creates a project with a default scene containing a Camera entity.

Write Game Logic

Add entities and components in the scene editor, then write systems in TypeScript:

import {
    defineComponent, defineSystem, addSystem,
    Query, Mut, Res, Time, LocalTransform
} from 'esengine';

const Speed = defineComponent('Speed', { value: 200 });

addSystem(defineSystem(
    [Res(Time), Query(Mut(LocalTransform), Speed)],
    (time, query) => {
        for (const [entity, transform, speed] of query) {
            transform.position.x += speed.value * time.delta;
        }
    }
));

Press F5 in the editor to preview.

Let an agent build it

The editor speaks the Model Context Protocol. Point Claude Code, Cursor, or any MCP-capable tool at it and the agent drives the real editor — opens projects, spawns entities from the same Create menu you use, edits component fields, enters play mode, takes a screenshot to see what it built, and exports the finished game. Sixty-five tools, all of them the pipelines the UI itself calls.

Every call goes through the editor's command surface, so creates are undoable and you can take the mouse back at any time. Tools a plugin adds are listed beside the editor's own.

Connecting an Agent (MCP) — connect Claude Code, Cursor, or your own

Documentation

Full documentation: estellaengine.com/docs

Introduction

Installation

Quick Start

ECS Architecture

Components

Systems

Building & Exporting

Android & iOS

AI Agents

Contributing

We welcome contributions! Please read the Contributing Guide before submitting a Pull Request.

Maintainers: see the release procedure for candidate builds, acceptance evidence and publishing.

License

This repository — the engine runtime, the SDK, the asset pipeline, the CLI, the project templates and the editor plugin API — is licensed under the Apache License, Version 2.0.

You may use, modify, and distribute it for any purpose, including commercial use, free of charge. There is no separate commercial license and no noncommercial restriction. We follow Semantic Versioning and keep a CHANGELOG.

Three things to keep in mind:

The visual editor is a separate product and is not open source. It is free to

download and use, and it is built on this engine — but its source lives in a private repository rather than here. Everything needed to build, run and ship a game is in this repository: see BUSINESS_MODEL.md for what that boundary is and what changed.

Trademarks. Apache-2.0 grants rights to the code, not to the "Estella" /

"ESEngine" names or logos. You may state that your project uses Estella, but please don't imply endorsement or ship a fork under the Estella name.

Spine is separate. The bundled Spine Runtimes are not open

source. If you ship a game that uses Estella's Spine integration, you need a valid Spine license from Esoteric Software — independent of Estella's Apache-2.0 license. See NOTICE.

How the project sustains itself (sponsorship, optional hosted/pro add-ons, marketplace, and support) is described openly in BUSINESS_MODEL.md.

Read the original README

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THE STACKRADAR WALKTHROUGH

Tool demo

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Watch here, then explore the project's source for current details.