
Flit Physics
io.github.brashlerPublished by GitHub account brashlerv0.2.2Updated Oct 24, 2026
Tiny sphere-physics engine for three.js games: spawn, step, raycast, InstancedMesh-ready positions
Overview
A local MCP server exposing Flit, a tiny sphere-physics engine for three.js games, so an assistant can spawn particles, step the simulation and raycast.
- What you can do
- Inspect the engine and reset world settings such as gravity, restitution, ground, bounds, settle speed and heightfield terrain, with spawn presets like rain, explosion, grid and fountain, plus adding particles manually. Advance the simulation by fixed steps and read back flat xyz positions shaped for InstancedMesh syncing along with a settled count. Cast rays against the broadphase grid and terrain to find hits.
- When to use it
- Useful when building or prototyping a small three.js game or demo that needs sphere collisions, gravity, terrain or raycasts, and you want an assistant to drive the simulation and inspect particle state without writing integration code first.
- Requirements
- Runs as a local stdio process on the desktop, started via npx with vite-node against the repository's mcp/server.ts, so the Flit repository must be present locally and Node.js with its dependencies installed. No authentication, environment variables or headers are declared.
Installation
In SourceWeft
- Open Flit Physics in the dashboard and add it to a workspace.
- Enable the server for the chats that should use its tools.
Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.
Other MCP clients
Follow the launch instructions in the repository.
README
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 — 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— 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— 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 — 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— 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 — squared Euclidean/L1/Minkowski/L∞/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.mdfor provenance and licenses.
For agents
Building a little three.js game or demo? Two ways in:
- Skill:
skills/flit/SKILL.md— copy theskills/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:
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
— step/state return flat xyz positions shaped for InstancedMesh syncing
plus settledCount, so you can watch a pile go quiet.
Usage
Terrain and sleep are one option each:
Develop
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— broadphase only, N=4096: xor-hash 3.4–3.7 ms (444 pairs, ~90% collision bloat) → Morton keys with ordered probing 3.5–3.7 ms (234 pairs, exact).bench/world.bench.ts— fullWorld.step, N=1024: xor-hash 0.85 ms/step → Morton ordered-probing 0.83 ms/step → 0.93 ms/step with the sequential-impulse velocity solver (4 iterations + LUT friction). Exact keys, real contacts, +11%.bench/scaling.bench.ts— two regimes. Fixed box (density rises): pairs scale ~N² from crowding physics. Scaled box (constant spawn density): flat O(N) ≈ 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=240to reproduce) — and since 0.3.0 the pile SETTLES: 34.2 → 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— resolved; brief kept for the analysis and the remaining ideas: warm starting, adaptive iterations.)bench/raycast.bench.ts— 2000 seeded rays at N=4096: 63–68 µs/ray (vs ~160 µs 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— 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— 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 (13× alloc regression); sorted-array + binary-search broadphase (1.4× slower than Map probing in JS — negative result recorded).
Roadmap
Morton-ordered broadphase cells— done, measured, shippedthree.js demo scene—npm run demo, 220 balls in a box (?terrainfor heightfield hills,?n=8000for load testing)Worker-threaded stepping—WorkerWorld: kick/waitForUpdate, SAB ping-pong zero-copy renderingSettled-pile solver cost— per-body sleep shipped (34.2 → 9.2 ms at N=8000); issue brief kept for the remaining ideas (warm starting, adaptive iterations)Heightfield terrain— shipped, no meshing; hooks left for more collider shapes- Raycast coarse occupancy filter (skip empty space faster) if
ray-heavy workloads show up — see commit
3173a6ffor the analysis - WebGPU compute backend once the CPU reference settles
License
MIT — see LICENSE. Third-party portions and their licenses are listed in
THIRD_PARTY_NOTICES.md.
Source: README.md at commit 754e05f
Tools
0Version history
1- v0.2.2LatestSep 16, 2026
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