A powerful open-source 3D/2D game engine for the web. Built with Three.js and TypeScript. Visual editor, ECS architecture, physics, audio, and more - all in your browser.
BlindFake: Phantom provides a comprehensive set of tools and systems for building professional-quality web games.
Drag-and-drop scene editor with gizmos, hierarchy panel, inspector, material editor, terrain sculpting, and visual scripting - all in the browser.
Entity-Component-System design for clean, scalable game logic. Create entities, attach components, build systems with clear separation of concerns.
Full WASM-powered Rapier physics engine with rigid bodies, colliders, raycasting, character controllers, joints, and terrain collision.
Three.js-powered renderer with PBR materials, post-processing, LOD, instancing, sprites, tilemaps, particle effects, and more.
Web Audio API integration with 3D positional audio, music layers, sound effects, volume controls, and audio effects chains.
Built-in WebSocket networking with rooms, player sync, chat, and state management. Express server included.
Dialogue, quests, abilities, status effects, achievements, behavior trees, spawn waves, damage popups - ready to use.
Export as standalone HTML, ZIP, or Electron desktop app. One-click packaging with embedded assets and runtime.
Dynamic sky, weather, fog, water, vegetation, terrain sculpting, day/night cycle, and procedural generation.
20 phases of focused engineering. Every system designed for production-quality web games.
Canvas-overlay 2D UI with a full widget set - panels, buttons, sliders, toggles, progress bars, scroll views, images. Anchor presets, theme engine, z-ordering, and world-space UI on 3D objects.
Touch gesture recognition (tap, double-tap, long press, swipe, pinch, pan) via Pointer Events API. On-screen virtual joystick with fixed/follow modes, dead zones, and 8-directional snapping. PWA-ready build.
Named bus routing with insert FX chains, fader, pan, mute, solo, RMS metering, bus sends, mixer snapshots, and recall. DSP effects: reverb, delay, chorus, limiter, phaser, EQ.
State-machine driven adaptive music with layered stems, intensity parameter, crossfade and immediate transitions. Responds dynamically to gameplay events in real time.
Full 3D audio with HRTF PannerNode, room acoustics via ConvolverNode, occlusion/obstruction filters, and Doppler-shift simulation. Sounds have real presence in 3D space.
Room management (create/join/leave), entity replication with delta-compression and interest management, client-side prediction with rollback reconciliation and server authority.
Built-in BenchmarkRunner with warm-up iterations, statistical reporting (min, max, mean, median, p95, stddev, ops/sec), async case support, and performance budget assertions.
345 automated tests across 36 test files covering every subsystem - ECS, physics, audio, UI, input, networking, scripting, editor, animations, and more. Runs in milliseconds with Vitest.
WebGPU pathway with static batching, multi-tier LOD, cascaded shadow maps, and post-processing pipeline. Automatic fallback to WebGL2 for maximum compatibility.
Clone, install, and start building your game.
See how BlindFake: Phantom compares to other popular game engines.
| Feature | BlindFake: Phantom | PlayCanvas | Babylon.js | Godot (Web) |
|---|---|---|---|---|
| Open Source | ✓ | Partial | ✓ | ✓ |
| Visual Editor (Browser) | ✓ | ✓ | ✗ | ✗ |
| ECS Architecture | ✓ | ✓ | ✗ | ✗ |
| WASM Physics | ✓ Rapier | ✓ Ammo | ✓ | ✓ |
| 2D + 3D | ✓ | 3D only | ✓ | ✓ |
| Visual Scripting | ✓ | ✗ | ✗ | ✓ |
| Desktop Export | ✓ Electron | ✗ | ✓ | ✓ |
| No Account Required | ✓ | ✗ | ✓ | ✓ |
| TypeScript Native | ✓ | ✓ | ✓ | ✗ |