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Flit

User RatingsBe the first to rate and review this MCP server! Enrichment pendingWe havenโ€™t run our AI enrichment pass on this listing yet, so the overview, use cases, and FAQ below may be sparse or missing. We work through the catalog over time โ€” check back soon.
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Tiny sphere-physics engine for three.js games: spawn, step, raycast, InstancedMesh-ready positions

Quick Install

Automated & IDE Setup

Copy the AI prompt to install this server into Claude Code, Cursor, or another agent โ€” or use 1-click editor setup below.

One-click editor setup isnโ€™t available for this listing yet โ€” we donโ€™t have a confirmed install command, and weโ€™d rather show nothing than point your editor at the wrong package or host. Follow the projectโ€™s own setup instructions, linked above.

Manual Client & Custom JSON ConfigExpand JSON โ–พ
No confirmed setup config for this listing yet. We only publish a config block when the install details come from the project itself โ€” its README, its docs, or a verified owner. We havenโ€™t found those for flit, and weโ€™d rather show nothing than a guess youโ€™d paste into your client. Follow the projectโ€™s own setup instructions for the current steps.
Install Directory Badge Claim listing Alternatives๐ŸŽฎ More in Gaming

Documentation Overview

Flit

Flit is a tiny little physics engine for 3js. It doesn't do much yet! but I believe!

Spheres, collisions, raycasts, gravity, and a spatial-hash broadphase โ€” nothing more, on purpose. All simulation state lives in flat Float32Arrays (structure-of-arrays), so the CPU path doubles as the reference implementation for a future WebGPU compute backend: same buffers, same kernels, no re-architecting.

What's in the box

  • World โ€” point-sphere particles, semi-implicit Euler integration, impulse + positional-correction contact solver, infinite ground plane. Bodies that stay quiet SETTLE (per-body sleep driven by a stiction threshold), so resting piles cost ~nothing; a fast-enough impact wakes them, a slow push is held by static friction.
  • Heightfield โ€” 2.5D terrain as a grid of height posts, no meshing: bilinear height + central-difference normals sampled directly for collision, and a 2D Amanatides-Woo DDA for raycasts (index: -1).
  • Raycast โ€” Amanatides-Woo voxel walk over the broadphase grid; candidates from the 3x3x3 block around the walked path so corner clips are never missed. Differential-tested against a brute-force oracle.
  • SpatialHash โ€” uniform grid broadphase keyed by Morton (Z-order) cell codes. This is the Euclidean cousin in the LSH family: MinHash buckets documents by Jaccard similarity; this buckets positions so nearby points collide in the same bucket. Morton keys are bijective (no hash-collision pair bloat), invertible (no side table), and locality-ordered for a future sorted-array GPU backend.
  • Distance & bit utilities โ€” squared Euclidean/L1/Minkowski/Lโˆž/Hellinger/ chi-square/KL distances (ported from FLANN), Morton (Z-order) keys, float bit-flips for radix sorting, octagonal approximate distance. See THIRD_PARTY_NOTICES.md for provenance and licenses.

For agents

Building a little three.js game or demo? Two ways in:

  • Skill: skills/flit/SKILL.md โ€” copy the skills/flit/ directory into your agent's skills path (e.g. .claude/skills/, ~/.code_puppy/skills/). It carries the 30-second integration recipe, the MCP option, measured performance envelope, and contributor rules.
  • MCP server (no code needed): npm run mcp, or point your client at it:
config.json
{
  "mcpServers": {
    "flit": {
      "command": "npx",
      "args": ["vite-node", "mcp/server.ts"],
      "cwd": "<path-to-this-repo>"
    }
  }
}

Tools: flit_info, flit_reset (gravity/restitution/ground/bounds/ settleSpeed/heightfield), flit_spawn (rain/explosion/grid/fountain presets), flit_add_particles, flit_step, flit_state, flit_raycast โ€” step/state return flat xyz positions shaped for InstancedMesh syncing plus settledCount, so you can watch a pile go quiet.

Usage

Terminal
npm i flit-physics
server.ts
import { World } from 'flit-physics';

const world = new World({ restitution: 0.4 }); // gravity and a floor at y=0 included

const ball = world.addParticle({ position: [0, 10, 0], radius: 0.5, mass: 1 });

// fixed timestep, e.g. from your rAF loop
world.step(1 / 60);

// sync to three.js: positions is a live Float32Array, 3 floats per particle
mesh.position.set(
  world.positions[ball * 3],
  world.positions[ball * 3 + 1],
  world.positions[ball * 3 + 2],
);

Terrain and sleep are one option each:

server.ts
import { Heightfield, World } from 'flit-physics';

const terrain = new Heightfield({ rows: 64, cols: 64, cellSize: 1, heights });
const world = new World({ groundY: null, heightfield: terrain });
// bodies collide with the terrain and settle on it;
// world.raycast(...) reports terrain hits as index -1

// sleep is on by default (settleSpeed 0.01 m/s); opt out per world:
const wideAwake = new World({ settleSpeed: 0 });

Develop

Terminal
npm install
npm test        # vitest
npm run build   # tsc -> dist/
npm run bench   # broadphase + full-step micro-benchmarks
npm run demo    # three.js demo scene (vite dev server)

Benchmarks

Deterministic seeds; numbers from a local dev machine, recorded at commit time (see commit messages for the full series, including rejected designs).

  • bench/broadphase.bench.ts โ€” broadphase only, N=4096: xor-hash 3.4โ€“3.7 ms (444 pairs, ~90% collision bloat) โ†’ Morton keys with ordered probing 3.5โ€“3.7 ms (234 pairs, exact).
  • bench/world.bench.ts โ€” full World.step, N=1024: xor-hash 0.85 ms/step โ†’ Morton ordered-probing 0.83 ms/step โ†’ 0.93 ms/step with the sequential-impulse velocity solver (4 iterations + LUT friction). Exact keys, real contacts, +11%.
  • bench/scaling.bench.ts โ€” two regimes. Fixed box (density rises): pairs scale ~Nยฒ from crowding physics. Scaled box (constant spawn density): flat O(N) โ‰ˆ 1.2 ms per 1000 through N=8000 while bodies are scattered. With gravity on, everything rains into a dense floor pile over ~2-4s (WARMUP=240 to reproduce) โ€” and since 0.3.0 the pile SETTLES: 34.2 โ†’ 9.2 ms/step at N=8000 (3.7x, inside the 60fps budget) as bodies fall asleep bottom-up. Settled bodies are skipped by integration, planes, and mutual contacts until a >1 m/s impact wakes them. (docs/issues/001 โ€” resolved; brief kept for the analysis and the remaining ideas: warm starting, adaptive iterations.)
  • bench/raycast.bench.ts โ€” 2000 seeded rays at N=4096: 63โ€“68 ยตs/ray (vs ~160 ยตs for a brute-force O(N) oracle at the same density; the grid walk pulls further ahead as N grows).
  • bench/morton-libs.bench.ts โ€” codec bake-off vs npm libs (npm run bench:libs): ours 3.8 ns/encode, fast-morton MB 26.1, fast-morton LUT 43.8, @thi.ng/morton 539.9. In-house wins; the libs stay as devDependencies purely so the bake-off stays runnable.
  • bench/threaded.bench.ts โ€” WorkerWorld over a real worker thread (SAB ping-pong): kick() costs 0.014 ms on the main thread; with a 4 ms render workload a frame costs 8.84 ms pipelined vs 14.96 ms serial at N=8192 (113 fps vs 67). At N=1024 the 0.8 ms step hides entirely behind render (4.03 vs 4.80 ms).
  • Rejected on measurement (see commits): 63-bit BigInt keys (13ร— alloc regression); sorted-array + binary-search broadphase (1.4ร— slower than Map probing in JS โ€” negative result recorded).

Roadmap

  • Morton-ordered broadphase cells โ€” done, measured, shipped
  • three.js demo scene โ€” npm run demo, 220 balls in a box (?terrain for heightfield hills, ?n=8000 for load testing)
  • Worker-threaded stepping โ€” WorkerWorld: kick/waitForUpdate, SAB ping-pong zero-copy rendering
  • Settled-pile solver cost โ€” per-body sleep shipped (34.2 โ†’ 9.2 ms at N=8000); issue brief kept for the remaining ideas (warm starting, adaptive iterations)
  • Heightfield terrain โ€” shipped, no meshing; hooks left for more collider shapes
  • Raycast coarse occupancy filter (skip empty space faster) if ray-heavy workloads show up โ€” see commit 3173a6f for the analysis
  • WebGPU compute backend once the CPU reference settles

License

MIT โ€” see LICENSE. Third-party portions and their licenses are listed in THIRD_PARTY_NOTICES.md.

Read the full README โ†’View source on GitHub โ†’

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Reviews

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Frequently Asked Questions about Flit

We don't have a confirmed install command for flit yet, so we don't publish a generated one โ€” a guessed package name would point at the wrong package or none at all. Follow the project's own README or setup instructions (https://github.com/brashler/Flit) for the current steps.

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Technical Specs & Signals

Category๐ŸŽฎGaming
More technical detailsExpand โ–พ
Last updatedSep 28, 2026
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27Quality signal: Emerging ยท 27/100How this signal is calculated โ–พ
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Not scored for repo-hosted servers โ€” we can't reach the running server, only its GitHub page. Hosted MCP endpoints are health-checked live.

Verified ownership8/20
Documentation & tools11/30
Adoption & activity1/15
Community engagement0/10

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