Flight

A TypeScript SDK built for—and by—AI coding agents

138 packages (v0.3.0) · tree-shakable · side-effect free

2D 3D Physics Animation Platform

Start with one package—or the complete SDK

Install Flight, import only the capabilities you need, and let your bundler remove the rest.

npm i @flighthq/sdk
Browse focused API examples →

        

Rendered live with Flight. The same scene runs on every backend — Canvas, DOM, WebGL, WebGPU — through one API.

See Flight in action

Explore full scenes and playable demos

See Flight recreations of OpenFL, Starling, and AwayJS applications—including games and complete 3D scenes—running across Flight’s renderers.

Original implementation, explicit provenance. Flight is MIT-licensed original work developed by Joshua Granick in collaboration with coding agents. The Ports gallery recreates applications against Flight APIs; it does not embed the original frameworks. Agent work is governed by repository rules that prohibit incorporating third-party implementations. Read the provenance policy →

Built by agents. Governed like production software.

Flight is developed by a coordinated fleet of coding agents running through Quimby, purpose-built orchestration infrastructure that provisions isolated workspaces across local and remote hosts, routes work between agents, and keeps every merge under human control.

Coordinated development

Agents work concurrently in isolated workspaces across local and remote hosts.

Human-gated delivery

Quimby routes every change through review before it can enter the codebase.

Machine-enforced quality

Human and agent contributions clear the same tests, coverage, architecture, packaging, and bundle-size gates.

Explicit by design

Bounded packages, plain data, descriptive symbols, and deterministic output make the system legible to people and machines.

Agent workspaceisolated execution
Verificationtests · mutation · coverage
Quality gatesAPI · boundaries · packaging · size
Human reviewapproval before merge

Designed to be read and written by machines

Explicit, not magic

Simulation, rendering, and resource passes are all invoked by name. No hidden state, no eager side effects on import.

Plain data

Colors are packed integers, physics bodies are descriptors, transforms write to out-params. Free functions over deep class hierarchies.

Self-identifying names

Every exported name carries the full type it operates on, so a symbol leads straight to its domain — grepable by design.

Bounded & owned

Tree-shakable packages with explicit ownership and clear contracts — import one in isolation and understand it in full.

Everything available. Only what's needed.

Every package is tree-shakable and side-effect-free, so a build ships only what it uses — a shape and a renderer, not an entire engine.

Bitmap · Canvas 3.6 KB
Bitmap · WebGPU 7.8 KB
Particles · WebGL 11.2 KB
Platformer · WebGL 24.8 KB
Platformer · WebGPU 27.2 KB

gzipped · measured from the project's size baseline

Built to ship at scale

138 (v0.3.0) independently versioned packages
15,682 (v0.3.0) unit tests shipped in the packages
90%+ test coverage
3 languages from one TypeScript source

Backed by mutation analysis and machine-enforced gates. Inspect the CI runs on GitHub.

One source. Three languages.

Flight’s Rust and Haxe ports are mechanically generated from TypeScript through a normalized intermediate representation. Deterministic emission keeps the APIs synchronized without maintaining three implementations by hand.

TypeScriptcanonical source
ASTparsed structure
Normalized IRportable semantics
Rust · Haxedeterministic output

Made for visual software at any scale

Games & simulations

Compose rendering, animation, input, collision, and physics without adopting a monolithic engine.

Interactive products

Build data-rich interfaces and visual experiences across DOM, Canvas, WebGL, and WebGPU.

Agent-generated applications

Give coding agents explicit, searchable APIs with clear ownership and predictable runtime behavior.

Cross-language systems

Share the same API design across TypeScript, Rust, and Haxe through deterministic generation.

Feature set

3D

Meshes PBR Materials Lighting Cameras Skeletal Ray Picking

Animation

Tweens Springs Timelines State Machines Blend Trees Easing

Physics & Collision

Rigid Bodies Joints Collision Spatial Index

Effects

Filters Blend Modes Masks Post-Processing

Platform

Audio Video Input Multi-Window Sensors Networking

Build with Flight

Start with a focused example, install the complete SDK, or inspect the source.