PlayCanvas
A web-native 3D game engine (JavaScript/TypeScript runtime) rendering via WebGL2 / WebGPU, with WebXR, glTF, and Gaussian splatting. MIT (the engine runtime), ~16k★; used in production by Disney, Samsung, King, Miniclip across web games, ads, product configurators, and VR/AR.
A full engine, not just a renderer
PlayCanvas bundles what a renderer leaves out: physics (ammo.js), animation, spatial audio, asset streaming (Draco/Basis compression), a React renderer + Web Components, and — distinctively — a browser-based collaborative visual editor.
Where it sits — completing the web-graphics spectrum
The repo’s own framing is the useful one: “unlike Three.js (a graphics library) or Babylon.js (a lightweight framework), PlayCanvas is a comprehensive game engine.” So the 3D-web stack now reads as a library → framework → full-engine spectrum: Three.js (library) → Babylon.js (framework/engine) → PlayCanvas (full engine + editor). It also lands on the spoke’s collaboration axis: its cloud editor is a real-time collaborative tool, the maintained, 3D, production-grade cousin of the archived 2D-ish Superpowers. MIT, permissive end with godot-engine/babylonjs.
Related
babylonjs · superpowers · phaser · pixijs · libgdx · godot-engine · synthesis