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Heaps (engine)

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Parent: Haxe Hop 5
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Heaps (engine)
NameHeaps
DeveloperNicolas Cannasse
Initial release2015
Programming languageHaxe
LicenseMIT

Heaps (engine)

Heaps is a cross-platform, open-source high-performance multimedia and game engine created to leverage the Haxe programming ecosystem. Designed for real-time graphics, input, audio, and asset management, Heaps targets desktop, mobile, and web deployment with an emphasis on portability, efficiency, and low-level control. The project has been used in independent development, academic prototyping, and commercial production pipelines integrating with a variety of platforms and tools.

Overview

Heaps provides a scene graph, rendering pipeline, resource system, and platform abstractions that complement Haxe runtime targets such as HashLink, Neko (software), JavaScript, C++, and C#. It ships with modules for 2D and 3D rendering, physics integration, audio playback, and input handling suitable for applications ranging from indie game prototypes to augmented reality demonstrations. Its API is designed to interoperate with third-party libraries like OpenGL, Vulkan, WebGL, and middleware used in studios such as Epic Games and Unity Technologies for asset workflows.

History and Development

Heaps was initiated by Nicolas Cannasse, who previously contributed to projects including HaxeFlixel, Neko (software), and the Haxe Foundation ecosystem. Early development drew inspiration from engines like Irrlicht, OGRE (engine), and research platforms such as id Tech series engines. Over time the project incorporated community input from contributors affiliated with organizations like Mozilla, Google, and independent studios collaborating on open-source tooling. Heaps evolved alongside shifts in web standards—reacting to milestones such as the standardization of WebGL, the emergence of WebAssembly, and refinements in OpenGL ES—and adapted to changes in graphics APIs and mobile OS versions introduced by vendors including Apple and Google.

Architecture and Design

Heaps adopts a modular architecture featuring a core runtime, rendering backends, and platform abstraction layers that mirror patterns from engines such as Unity (game engine), Unreal Engine, and Godot Engine. The scene graph enables spatial organization akin to systems used in CryEngine and historically in RenderWare. Resource management is influenced by asset pipelines used at studios like Valve Corporation and id Software, with streaming and baked resource strategies comparable to those in Frostbite and Source (engine). Its rendering architecture supports forward and deferred approaches, shader management resonant with GLSL and HLSL workflows, and compatibility with graphics APIs used by Microsoft and Khronos Group standards.

Supported Platforms and Languages

Heaps targets a broad set of platforms through the Haxe transpilation targets: native binaries via C++, web deployment via JavaScript and WebAssembly, and managed runtimes via C# and HashLink. Supported operating systems include Windows, macOS, Linux, Android, and iOS. It interoperates with platform SDKs from vendors like Apple Inc., Google LLC, and Microsoft Corporation, and integrates with continuous integration services used by companies such as Travis CI and GitHub Actions in open-source projects.

Features and Tools

Key features of Heaps encompass a 2D and 3D renderer, animated sprite and skeleton systems inspired by tools like Spine (software) and Creature (software), tilemap support similar to Tiled (software), and an entity-component style workflow reminiscent of patterns used in ECS implementations in studios such as Supercell. The engine includes tooling for asset conversion, scene editors, and debugging utilities comparable to those provided by RenderDoc, GDB, and profiling tools from Intel and NVIDIA. Heaps projects often integrate with asset creation tools such as Blender, Maya, 3ds Max, and texture pipelines used by Adobe Systems.

Performance and Benchmarks

Performance characteristics of Heaps have been evaluated against metrics commonly used in industry benchmarks derived from work at SIGGRAPH and publications from research groups at MIT, Stanford University, and ETH Zurich. Benchmarks emphasize low-level memory control, fast draw-call batching akin to optimizations in Unreal Engine and Unity (game engine), and minimized runtime overhead comparable to native engines developed by id Software and Epic Games. Cross-platform performance comparisons often consider GPU drivers from NVIDIA, AMD, and Intel as well as mobile GPU vendors such as ARM and Qualcomm.

Adoption and Notable Uses

Heaps has been adopted by independent studios, academic labs, and hobbyist developers; contributors and users have affiliations with entities like KLab, Riot Games, and university research groups at University of Cambridge and University of California, Berkeley. Notable projects built using Heaps include experimental titles and interactive installations showcased at events like GDC, Pixel Heaven, and IndieCade, and have been demonstrated alongside tools from Oculus VR, HTC Vive partners, and Google ARCore prototypes. The engine’s open-source nature has facilitated forks and integrations in repositories hosted on platforms such as GitHub and collaborations with developer communities around HaxeDevelop and language advocacy groups tied to Mozilla Foundation.

Category:Game engines