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Net Forge
Copyright (c) 2026 NetNet Capital Management
This repository collects the Net Forge engine packages. Each package keeps
its own LICENSE and NOTICE; they are reproduced below. The 3D models,
sprites, textures and sounds in packages/asset-library-files/library are
third-party works dedicated to the public domain under CC0 1.0 (see
packages/asset-library-files/CC0-1.0.txt); their authors and sources are
credited in the asset-library and asset-library-files notices below.
==============================================================================
packages/asset-library-files (@netforge/asset-library-files)
==============================================================================
@netforge/asset-library-files
Copyright (c) 2026 NetNet Capital Management (selection, optimization, index)
The files in library/ are optimized copies (meshopt, resized textures) of
third-party art under CC0 1.0 (public domain dedication), listed per pack
below. The voxel and ps1 sets are made from the low-poly models and the
Screaming Brain Studios textures below. Crediting is not required by CC0;
we credit anyway. The CC0 1.0 legal code is in CC0-1.0.txt.
Quaternius (https://quaternius.com), CC0 1.0
- Animated characters, monsters (blob, flying and big bodies), animals,
dinosaurs, robots, tanks, weapons and props.
- Files: per-model GLBs on Poly Pizza uploaded by Quaternius
(https://poly.pizza/u/Quaternius); each asset's model page is recorded
in manifest/lowpoly.json and states Public Domain (CC0). Quaternius's
pack pages (https://quaternius.com/packs/*) state "License CC0". Models
Poly Pizza lists under CC-BY are not used.
Kenney (https://www.kenney.nl), CC0 1.0, each archive's License.txt reads
"License: (Creative Commons Zero, CC0)"
- Mini Characters 1.0 https://kenney.nl/assets/mini-characters
- Blocky Characters 2.0 https://kenney.nl/assets/blocky-characters
- Car Kit https://kenney.nl/assets/car-kit
- Blaster Kit 2.1 https://kenney.nl/assets/blaster-kit
- Nature Kit https://kenney.nl/assets/nature-kit
- Space Kit https://kenney.nl/assets/space-kit
- Food Kit https://kenney.nl/assets/food-kit
- City Kit (Commercial) 2.1 https://kenney.nl/assets/city-kit-commercial
- Tiny Dungeon https://kenney.nl/assets/tiny-dungeon
- Pixel Platformer https://kenney.nl/assets/pixel-platformer
- Pixel Vehicle Pack https://kenney.nl/assets/pixel-vehicle-pack
The CC0 1.0 legal code is in LICENSES/CC0-1.0.txt.
Screaming Brain Studios (OpenGameArt), CC0 1.0, each archive's License.txt
reads "released under the CC0/Public Domain License ... commercial or
non-commercial, with no restrictions"
- Tiny Texture Pack 1 https://opengameart.org/content/tiny-texture-pack-1
- Synthetic Texture Pack https://opengameart.org/content/synthetic-texture-pack
- Base Material Texture Pack https://opengameart.org/content/base-material-texture-pack
The 128 px editions; the ps1 style's surface textures (manifest/ps1.json).
Audio, CC0 1.0
- Kenney sound packs, each archive's License.txt reads "Creative Commons
Zero, CC0": Impact Sounds (https://kenney.nl/assets/impact-sounds),
Interface Sounds (https://kenney.nl/assets/interface-sounds), RPG Audio
(https://kenney.nl/assets/rpg-audio), Sci-fi Sounds
(https://kenney.nl/assets/sci-fi-sounds), Digital Audio
(https://kenney.nl/assets/digital-audio).
- "Battle Theme A" by cynicmusic, https://opengameart.org/content/battle-theme-a
(the page lists License(s): CC0; verified 2026-10-16).
==============================================================================
packages/asset-library (@netforge/asset-library)
==============================================================================
@netforge/asset-library
Copyright (c) 2026 NetNet Capital Management
The code in this package is NetNet's. The models and sprites the manifest
lists are third-party art under CC0 1.0 (public domain dedication), listed
per pack below with where each licence was verified. No art file is
committed to this repository except the small fixture subset in
fixtures/ (three files, CC0, from the packs below). Everything else is
fetched from each pack's source by scripts/fetch.ts and optimized by the
assets service.
Crediting is not required by CC0; we credit anyway.
Quaternius (https://quaternius.com), CC0 1.0
- Animated characters, monsters (blob, flying and big bodies), animals,
dinosaurs, robots, tanks, weapons and props.
- Files: per-model GLBs on Poly Pizza uploaded by Quaternius
(https://poly.pizza/u/Quaternius); each asset's model page is recorded
in manifest/lowpoly.json and states Public Domain (CC0). Quaternius's
pack pages (https://quaternius.com/packs/*) state "License CC0". Models
Poly Pizza lists under CC-BY are not used.
Kenney (https://www.kenney.nl), CC0 1.0, each archive's License.txt reads
"License: (Creative Commons Zero, CC0)"
- Mini Characters 1.0 https://kenney.nl/assets/mini-characters
- Blocky Characters 2.0 https://kenney.nl/assets/blocky-characters
- Car Kit https://kenney.nl/assets/car-kit
- Blaster Kit 2.1 https://kenney.nl/assets/blaster-kit
- Nature Kit https://kenney.nl/assets/nature-kit
- Space Kit https://kenney.nl/assets/space-kit
- Food Kit https://kenney.nl/assets/food-kit
- City Kit (Commercial) 2.1 https://kenney.nl/assets/city-kit-commercial
- Tiny Dungeon https://kenney.nl/assets/tiny-dungeon
- Pixel Platformer https://kenney.nl/assets/pixel-platformer
- Pixel Vehicle Pack https://kenney.nl/assets/pixel-vehicle-pack
The CC0 1.0 legal code is in LICENSES/CC0-1.0.txt.
Screaming Brain Studios (OpenGameArt), CC0 1.0, each archive's License.txt
reads "released under the CC0/Public Domain License ... commercial or
non-commercial, with no restrictions"
- Tiny Texture Pack 1 https://opengameart.org/content/tiny-texture-pack-1
- Synthetic Texture Pack https://opengameart.org/content/synthetic-texture-pack
- Base Material Texture Pack https://opengameart.org/content/base-material-texture-pack
The 128 px editions; the ps1 style's surface textures (manifest/ps1.json).
Audio, CC0 1.0
- Kenney sound packs, each archive's License.txt reads "Creative Commons
Zero, CC0": Impact Sounds (https://kenney.nl/assets/impact-sounds),
Interface Sounds (https://kenney.nl/assets/interface-sounds), RPG Audio
(https://kenney.nl/assets/rpg-audio), Sci-fi Sounds
(https://kenney.nl/assets/sci-fi-sounds), Digital Audio
(https://kenney.nl/assets/digital-audio).
- "Battle Theme A" by cynicmusic, https://opengameart.org/content/battle-theme-a
(the page lists License(s): CC0; verified 2026-10-16).
Dependencies (unmodified, via npm)
- three.js 0.186.1 (MIT), zod 4.4.3 (MIT), fflate 0.8.3 (MIT).
- The assets service's library build adds @gltf-transform/core,
/extensions and /functions 4.4.2 (MIT) and meshoptimizer 1.1.1 (MIT).
==============================================================================
packages/engine-sim (@netforge/engine-sim)
==============================================================================
@netforge/engine-sim
Copyright (c) 2026 NetNet Capital Management
This package depends on, or takes patterns from, the following works.
No source was copied from copyleft (GPL/AGPL) projects.
Dependencies
- bitECS 0.4.0 (https://github.com/NateTheGreatt/bitECS), MPL-2.0.
Used unmodified as an npm dependency; no bitECS source is vendored here.
- Rapier, @dimforge/rapier3d-deterministic-compat 0.21.0
(https://github.com/dimforge/rapier), Apache-2.0. Used unmodified.
Code and patterns
- mulberry32 PRNG (src/rng.ts), by Tommy Ettinger, public domain.
- Fixed-timestep accumulator (src/stepper.ts) after Glenn Fiedler,
"Fix Your Timestep!" (gafferongames.com); idea only.
- Snapshot delta compression against an acknowledged baseline
(src/snapshot.ts) after Glenn Fiedler's "Snapshot Compression" and the
Quake 3 network model; ideas only, no code.
- Zigzag varints after Protocol Buffers' encoding (BSD-3-Clause); idea only.
==============================================================================
packages/engine (@netforge/engine)
==============================================================================
@netforge/engine
Copyright (c) 2026 NetNet Capital Management
This package depends on, or takes patterns from, the following works.
No source was copied from copyleft (GPL/AGPL) projects. The demo uses
only generated primitives; no third-party art, models, sounds or fonts.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT. Includes the
GLTFLoader, KTX2Loader and meshopt decoder addons it ships.
- meshoptimizer decoder (bundled with three.js addons), MIT, Arseny Kapoulkine.
- Basis Universal transcoder (bundled with three.js addons), Apache-2.0, Binomial LLC.
- nipplejs 1.0.4 (https://github.com/yoannmoinet/nipplejs), MIT.
- zod 4.4.3 (https://github.com/colinhacks/zod), MIT.
- @colyseus/sdk 0.18.5 (https://github.com/colyseus/colyseus), MIT, Endel Dreyer.
Used by src/net/room-client.ts.
- @netforge/engine-sim (this repository); see its NOTICE for bitECS
(MPL-2.0) and Rapier (Apache-2.0).
Patterns
- src/net: client prediction and server
reconciliation after Gabriel Gambetta's articles; snapshot interpolation
and delta compression after Valve's Source networking write-ups, Glenn
Fiedler's snapshot compression articles and the Quake 3 model (GPL,
ideas only, no code); clock sync for one-input-per-tick play after the
Overwatch GDC netcode talk (idea only).
- Render interpolation between fixed ticks after Glenn Fiedler, "Fix Your
Timestep!"; idea only.
- Writing instance matrices directly into InstancedMesh.instanceMatrix
follows the three.js instancing examples (MIT).
==============================================================================
packages/kit-play (@netforge/kit-play)
==============================================================================
@netforge/kit-play
Copyright (c) 2026 NetNet Capital Management
Dependencies (unmodified, via npm)
- @colyseus/core 0.18.18 and @colyseus/ws-transport 0.18.4 (https://github.com/colyseus/colyseus), MIT, Endel Dreyer.
- vite 6.4.3 (https://github.com/vitejs/vite), MIT.
- esbuild 0.25.12 (https://github.com/evanw/esbuild), MIT.
- The Net Forge engine packages (@netforge/engine, -sim, asset-library,
asset-library-files, tabletop, template-*); see each package's NOTICE.
The local host (src/host) is written for this package on the engine's open
netcode (@netforge/engine/net). It holds no code from the hosted room
server or the referee.
==============================================================================
packages/tabletop (@netforge/tabletop)
==============================================================================
@netforge/tabletop
Copyright (c) 2026 NetNet Capital Management
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/asset-library (this repository); see their NOTICE files.
==============================================================================
packages/template-arena (@netforge/template-arena)
==============================================================================
@netforge/template-arena (VOLTYARD)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney (Mini
Characters, Blaster Kit, Space Kit, Car Kit), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (client/library.ts) are generated from three.js
primitives; all textures are drawn on a canvas at load; all sounds are
synthesized with WebAudio oscillators (client/audio.ts).
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- nipplejs 1.0.4 (https://github.com/yoannmoinet/nipplejs), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The arena shooter genre's general mechanics (twin-stick aim, weapon
loadouts, respawns, frag limits, health drops, a scoreboard). Mechanics,
not expression; no level, weapon, character or text was copied from any
game.
- Lag compensation for hitscan as described in Valve's public Source
multiplayer networking write-up (ideas only; implemented in the Net Forge
room server and engine-sim's arena seam).
- Hit-stop, screen shake and damage numbers as described in common
game-feel talks and articles (e.g. "Juice it or lose it", GDC 2012).
==============================================================================
packages/template-cards (@netforge/template-cards)
==============================================================================
@netforge/template-cards (INKWRIT)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney and
Quaternius (monsters, animals, props), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (@netforge/tabletop stage.ts) are generated from three.js
primitives; all textures are drawn on a canvas at load; sounds are the
library's CC0 samples with WebAudio synth fallbacks.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The collectible card battler genre's general mechanics (mana that rises
each turn, units and spells, guards, drafting between matches). Mechanics, not
expression; no card, rule text, character or art was copied from any
game.
==============================================================================
packages/template-collector (@netforge/template-collector)
==============================================================================
@netforge/template-collector (MOSSBOUND)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney and
Quaternius (animals, monsters, Nature Kit), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (@netforge/tabletop stage.ts) are generated from three.js
primitives; all textures are drawn on a canvas at load; sounds are the
library's CC0 samples with WebAudio synth fallbacks.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The creature-collecting RPG genre's general mechanics (meeting creatures
in tall grass, turn-based battles, a small team, catching, levels).
Mechanics, not expression: the creatures, names, elements, items, map
and text are original, and no creature, design, type chart or item was
copied from any game.
==============================================================================
packages/template-dungeon (@netforge/template-dungeon)
==============================================================================
@netforge/template-dungeon (CRYPTWICK)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, sprites, models, sounds or code
from any other game or franchise. Nothing from PokéSurvivor (its code and
sprites are non-commercial) or SpriteCollab was used or consulted for code.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Quaternius (wickbearers,
the dead) and Kenney (columns, crates and rocks), each pack listed
with its source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (client/library.ts) are generated from three.js
primitives; textures are drawn on a canvas at load.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- nipplejs 1.0.4 (https://github.com/yoannmoinet/nipplejs), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The dungeon-crawl and survivor-like genres' general mechanics (rooms
joined by corridors, rooms that wake as you near them, loot in cleared
rooms, permadeath runs, auto-firing weapons, pick-one-of-three
level-ups, a boss in the deepest room). Mechanics, not expression; no
level, item, enemy or text was copied from any game. The floor plan is
generated by our own code (engine dungeon.ts) from a seed.
- Flow-field pathing (a breadth-first distance field steered down its
gradient), a textbook technique, implemented in engine-sim walls.ts.
- Hit-stop, screen shake and damage numbers as described in common
game-feel talks and articles (e.g. "Juice it or lose it", GDC 2012).
==============================================================================
packages/template-idle (@netforge/template-idle)
==============================================================================
@netforge/template-idle (BRINEWORKS)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney and
Quaternius (Space Kit, Nature Kit, ships), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (@netforge/tabletop stage.ts) are generated from three.js
primitives; all textures are drawn on a canvas at load; sounds are the
library's CC0 samples with WebAudio synth fallbacks.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The idle and incremental genre's general mechanics (producers bought
and levelled with rising costs, a click action, a production chain).
Mechanics, not expression; no names, art or text were copied.
==============================================================================
packages/template-party (@netforge/template-party)
==============================================================================
@netforge/template-party (ROMPHOUSE)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, sprites, models, sounds or code
from any other game or franchise. Nothing from PokéSurvivor (its code and
sprites are non-commercial) or SpriteCollab was used or consulted for code.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Quaternius (party-goers,
the party crowd) and Kenney (crates, chests and pickups), each pack listed
with its source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (client/library.ts) are generated from three.js
primitives; textures are drawn on a canvas at load.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- nipplejs 1.0.4 (https://github.com/yoannmoinet/nipplejs), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The party-game genre's general mechanics (short rounds of different
minigames, a shared team goal per round, a show that is won by winning
most rounds) and the survivor-like's auto-firing weapons and
pick-one-of-three level-ups. Mechanics, not expression; no minigame,
character, level or text was copied from any game.
- Hit-stop, screen shake and damage numbers as described in common
game-feel talks and articles (e.g. "Juice it or lose it", GDC 2012).
==============================================================================
packages/template-platformer (@netforge/template-platformer)
==============================================================================
@netforge/template-platformer (SKYLEDGE)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Quaternius (via Poly
Pizza: the climbers and the coin) and Kenney (Nature Kit: trees, rocks,
bushes), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Blocks, ledges, thorns, springs, flags and the fallback climber
(client/scene.ts) are generated from three.js primitives; all textures
are drawn on a canvas at load. Sounds are the library's CC0 samples with
WebAudio-synthesized fallbacks (client/audio.ts).
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The platformer genre's general mechanics (run, jump, checkpoints, coins,
springs, moving platforms, a flag at the end, racing to it). Mechanics,
not expression; no level, character or text was copied from any game.
- Jump feel (coyote time, jump buffering, variable jump height, apex hang,
fall gravity, corner correction) as described in public game-feel talks
and articles (e.g. "Math for Game Programmers: Building a Better Jump",
GDC 2016; Maddy Thorson's public notes on Celeste's forgiveness
mechanics). Implemented from scratch in engine-sim src/platform.ts.
==============================================================================
packages/template-racer (@netforge/template-racer)
==============================================================================
@netforge/template-racer (TORQUEBAY)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney (Car Kit: the
karts and trucks; Nature Kit: trees; City Kit Commercial: buildings;
Space Kit: barrels) and Quaternius
(via Poly Pizza: the coin), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- The road, kerbs, barriers, boost pads, the start line and the fallback
kart (client/scene.ts) are generated from three.js primitives; all textures
are drawn on a canvas at load. Sounds are the library's CC0 samples with
WebAudio-synthesized fallbacks (client/audio.ts).
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The kart racing genre's general mechanics (laps, drifting to charge a
boost, boost pads, coins, a grid of rivals). Mechanics, not expression;
no track, vehicle, character or text was copied from any game.
- Arcade vehicle handling (forward and sideways velocity, grip, drift) as
described in common public write-ups on arcade car physics. Implemented
from scratch in engine-sim src/kart.ts.
==============================================================================
packages/template-survivor (@netforge/template-survivor)
==============================================================================
@netforge/template-survivor (EMBERWATCH)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, sprites, models, sounds or code
from any other game or franchise. Nothing from PokéSurvivor (its code and
sprites are non-commercial) or SpriteCollab was used or consulted for code.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Quaternius (keepers,
enemies) and Kenney (Nature Kit trees, rocks and stumps), each pack listed
with its source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (client/library.ts) are generated from three.js
primitives; textures are drawn on a canvas at load.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- nipplejs 1.0.4 (https://github.com/yoannmoinet/nipplejs), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The survivor-like genre's general mechanics (auto-firing weapons, XP
gems, pick-one-of-three level-ups, waves, a boss). Mechanics, not
expression; no level, item, enemy or text was copied from any game.
- Hit-stop, screen shake and damage numbers as described in common
game-feel talks and articles (e.g. "Juice it or lose it", GDC 2012).
==============================================================================
packages/template-tower (@netforge/template-tower)
==============================================================================
@netforge/template-tower (COGSPIRE)
Copyright (c) 2026 NetNet Capital Management
An original game. No names, characters, maps, models, sounds or code from
any other game or franchise.
Art and sound
- Models come from the per-style asset library
(@netforge/asset-library): CC0 1.0 models by Kenney and
Quaternius (Space Kit turrets, Nature Kit, monsters, robots), each pack listed with its
source URL and licence verification in that package's NOTICE and
manifest/packs.json. The files are fetched and built, never committed
here; the build copies only the models this game uses.
- Fallback shapes (@netforge/tabletop stage.ts) are generated from three.js
primitives; all textures are drawn on a canvas at load; sounds are the
library's CC0 samples with WebAudio synth fallbacks.
Dependencies (unmodified, via npm)
- three.js 0.186.1 (https://github.com/mrdoob/three.js), MIT.
- @netforge/engine and @netforge/engine-sim (this repository);
see their NOTICE files (bitECS MPL-2.0, Rapier Apache-2.0, Colyseus MIT,
zod MIT).
Patterns (ideas only)
- The tower defense genre's general mechanics (a fixed road, waves, towers
that target and upgrade, a bounty economy, lives). Mechanics, not
expression; no map, tower, creep, character or text was copied from any
game.