# Project foundations

Explore repositories by project goal or target platform. Compare business applications, app foundations, game engines and supporting libraries before choosing your starting point.

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## Babylon.js

Reference project

JavaScript/TypeScript engine for browser-based 3D games and interactive scenes.

### Why we recommend it

Babylon.js supplies scene, camera, material and asset tooling for a web 3D experience. Its Playground helps verify a scene idea before moving the code into your own versioned application.

### When to choose it

- Browser 3D games, interactive product worlds and training experiences.
- TypeScript teams that need a scene engine rather than a full desktop editor workflow.

### What to consider

- Game rules, persistence and multiplayer authority remain application work. A rendering scene is not a complete online game.
- The public learning CDN is not intended for production hosting. Pin packages and deliver assets through your own deployment; check browser GPU support.

### Start with this project

Start with an official Playground example, then create a separate application using the documented npm/ES module packages. Add a camera, input, an asset loader and a small interaction. Verify the chosen WebGL or WebGPU path on your target browsers.

Technology: TypeScript, JavaScript, WebGL, WebGPU

License: Apache-2.0

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/babylonjs)

[Start a project in Orqestria](orqestria://catalog/project?repository=babylonjs)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/BabylonJS/Babylon.js](https://github.com/BabylonJS/Babylon.js)
- [https://github.com/BabylonJS/Babylon.js/blob/master/license.md](https://github.com/BabylonJS/Babylon.js/blob/master/license.md)
- [https://github.com/BabylonJS/Babylon.js/blob/master/readme.md](https://github.com/BabylonJS/Babylon.js/blob/master/readme.md)


## Phaser

Reference project

JavaScript/TypeScript framework for 2D browser games with scenes, input, animation and physics.

### Why we recommend it

Phaser is a practical starting point for a playable 2D loop with sprites, tilemaps and a score or timer. Official templates let you choose the surrounding frontend and bundler without designing the game infrastructure from scratch.

### When to choose it

- Platform, puzzle, card and arcade games for desktop and mobile browsers.
- Small web games embedded in an existing web product.

### What to consider

- This is a 2D framework. Native packaging uses additional tools and does not follow automatically from a web build.
- Pin the Phaser major version and matching examples; scene, renderer and physics APIs can differ between releases. Assets and game-specific systems remain your work.

### Start with this project

Use the official create-game guide to generate a separate project and select a JavaScript or TypeScript template. Implement preload, a scene, keyboard/touch input, collision and a restart; inspect the generated scripts before running them.

Technology: TypeScript, JavaScript, 2D

License: MIT

Default branch: master

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/phaser)

[Start a project in Orqestria](orqestria://catalog/project?repository=phaser)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/phaserjs/phaser](https://github.com/phaserjs/phaser)
- [https://github.com/phaserjs/phaser/blob/master/LICENSE.md](https://github.com/phaserjs/phaser/blob/master/LICENSE.md)
- [https://github.com/phaserjs/phaser/blob/master/README.md](https://github.com/phaserjs/phaser/blob/master/README.md)


## Three.js

Reference project

3D rendering library for custom browser games, visual experiences and interactive worlds.

### Why we recommend it

Three.js gives a team direct control over scenes, cameras, geometry and materials. Use it when you want to assemble your own game architecture and choose physics and networking separately.

### When to choose it

- Custom web 3D visuals and lightweight interactive game prototypes.
- A product whose rendering needs are more specific than a full engine workflow.

### What to consider

- Three.js does not supply a complete game framework: gameplay, physics, networking, save data and level tools need separate design.
- The default dev branch is development source. Choose a release and matching addons; importing mixed versions or retaining unused GPU resources causes integration problems.

### Start with this project

Follow the official installation manual in a separate web application. Create a scene, camera and render loop, then add input and one interaction. Keep the core library and addons at the same release and explicitly dispose of replaced GPU resources.

Technology: JavaScript, TypeScript, WebGL, WebGPU

License: MIT

Default branch: dev

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/threejs)

[Start a project in Orqestria](orqestria://catalog/project?repository=threejs)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/mrdoob/three.js](https://github.com/mrdoob/three.js)
- [https://github.com/mrdoob/three.js/blob/dev/LICENSE](https://github.com/mrdoob/three.js/blob/dev/LICENSE)
- [https://github.com/mrdoob/three.js/blob/dev/README.md](https://github.com/mrdoob/three.js/blob/dev/README.md)


## PlayCanvas Engine

Reference project

Web 3D engine for JavaScript/TypeScript games using WebGL, WebGPU and browser input.

### Why we recommend it

PlayCanvas Engine provides an entity/component workflow and runtime graphics tools for an interactive web world. The engine can be used in your own application independently of the hosted editor service.

### When to choose it

- Browser 3D games and interactive scenes with an entity/component structure.
- Web teams that need glTF assets and a standalone engine workflow.

### What to consider

- The MIT Engine repository is distinct from the hosted Editor and its service plans. Choosing the engine does not include a hosted project or paid editor features.
- Gameplay, networking and production asset delivery need your own implementation. Check the target browsers and graphics fallback before promising WebGPU or XR support.

### Start with this project

Use the official standalone-engine guide or documented create-playcanvas generator in a separate project. Pin the engine, create entities and components, load one model and test camera/input, resize and the selected graphics backend.

Technology: JavaScript, TypeScript, WebGL, WebGPU

License: MIT

Default branch: main

Sources checked: 2026-10-26

[Explore project](https://orqestria.com/en/catalog/repositories/playcanvas)

[Start a project in Orqestria](orqestria://catalog/project?repository=playcanvas)

Choose a name and location in Orqestria to clone these sources and assign the recommended team. Check the setup guide: an engine or library repository needs a separate game or application project. No dependencies are installed and no application is started.

### Official sources

- [https://github.com/playcanvas/engine](https://github.com/playcanvas/engine)
- [https://github.com/playcanvas/engine/blob/main/LICENSE](https://github.com/playcanvas/engine/blob/main/LICENSE)
- [https://github.com/playcanvas/engine/blob/main/README.md](https://github.com/playcanvas/engine/blob/main/README.md)

