An object-oriented game engine and 2D/3D drawing library for Roku, written in BrighterScript.
Build a full game with entities, rooms, collisions, input, and UI - or just pull in the renderer to draw sprites, shapes, billboards, and wireframe/solid 3D models on top of your own Roku app. Same engine, use as much or as little of it as you need.
Asteroids example - 2D movement, collisions, and scoring 3D example - loading and rendering .stl 3D models with the pseudo-3D renderer Snake example - grid-based movement and a growing collision shape- Object-oriented, like the engines you already know.
GameEntity,Room, and lifecycle hooks (onCreate,onUpdate,onCollision,onDrawBegin/onDrawEnd, ...) give you the same shape as Phaser, HaxeFlixel, GameMaker, or Unity - minus the visual editor. - A real 2D/3D renderer, not just sprite blitting. Draw images, sprites, animations, shapes, text, and billboards, or render actual 3D models (loaded from
.stl) with wireframe, solid, and shaded draw modes - all built on Roku'sroCompositor/Draw2D, so it runs on real hardware. - Built-in collisions, input, UI, and debug tooling. Circle/rectangle colliders, a retained-mode UI widget tree, and debug overlays (FPS, colliders, memory, GC stats) come standard, so you're not rebuilding the basics for every project.
- Use only what you need. The
Renderer/Canvaslayer works standalone if you just want a capable drawing library for an existing Roku app, without adopting the full game loop. - Develop without a physical Roku. This engine supports running under the BrightScript Simulator, Marcelo Lv Cabral's desktop BrightScript simulator, so you can iterate on your game without deploying to hardware every time.
sub main()
game = new BGE.Game(1280, 720)
game.fitCanvasToScreen()
game.loadBitmap("player", "pkg:/sprites/player.png")
room = new MainRoom(game)
game.defineRoom(room)
game.changeRoom(room.name)
game.play()
end subclass MainRoom extends BGE.Room
sub new(game as BGE.Game)
super(game)
m.name = "MainRoom"
end sub
override sub onCreate(args as roAssociativeArray)
m.game.addEntity(new Player(m.game))
end sub
end classclass Player extends BGE.GameEntity
sub new(game as BGE.Game)
super(game)
m.name = "Player"
end sub
override sub onCreate(args as roAssociativeArray)
m.position = m.game.canvas.renderer.getCanvasCenter()
bitmap = m.game.getBitmap("player")
region = CreateObject("roRegion", bitmap, 0, 0, bitmap.GetWidth(), bitmap.GetHeight())
m.addImage("sprite", region)
m.addCircleCollider("body", bitmap.GetWidth() / 2)
end sub
override sub onInput(input as BGE.GameInput)
m.velocity.x = input.x * 10
m.velocity.y = input.y * 10
end sub
override sub onCollision(myCollider as BGE.Collider, otherCollider as BGE.Collider, otherEntity as BGE.GameEntity)
m.game.postGameEvent("player_hit", {by: otherEntity})
end sub
end classThis exact code lives in examples/quickstart as a runnable app. See the Documentation for the full API, and the examples below for complete, runnable projects.
The examples/ directory has full Roku channels you can build and run:
| Example | What it shows |
|---|---|
quickstart |
The minimal MainRoom/Player example from above, as a runnable app |
asteroids |
A complete 2D game - player movement, bullets, collisions, particle-style explosions, sound |
pong |
Classic 2D Pong, playable in both 2D and 3D camera modes |
snake |
Grid-based movement and growing collision shapes, in 2D and 3D |
3d |
Loading and rendering .stl 3D models with the pseudo-3D renderer |
pixels |
A tour of drawables - polygons, rectangles, sprites, and more, one room per shape |
canvas |
Using the engine's canvas/renderer as a standalone drawing surface |
hybrid |
Mixing this engine's Draw2D-based rendering with a SceneGraph app |
rendererTest |
A manual test harness used while developing the renderer itself |
Scaffold a new example (manifest, icons/splash, package.json, a minimal MainRoom) with:
npm run create-example -- <name> ["Display Title"]
The BrighterScript Game Engine public repository is on Github
Clone the project:
git clone https://github.com/markwpearce/brighterscript-game-engine.git
This project includes various example Roku apps in the examples directory. To run them, you will need a Roku and have it set up properly for doing development. See: https://developer.roku.com/en-ca/docs/developer-program/getting-started/developer-setup.md.
To run the examples:
Install dependencies:
cd brighterscript-game-engine
npm install
You will need to set up each project in the examples directories. You can do this by using this script:
npm run prepare-examples
You can manually build the examples from the command line and manually add the zip files to your Roku:
npm run build-examples
The above command will generate example .zip files like ./examples/asteroids/out/bge-asteroids.zip
We recommend you install the great Brightscript Language VSCode Extension.
Create/edit a .env file to specify the details for you target Roku device:
ROKU_USERNAME=<roku development username - default is rokudev>
ROKU_PASSWORD=<roku development password>
ROKU_HOST=<local IP address of the target roku>Then simply run one of the Debug configurations from the Debug tab.
Add it as a dependency and install with ropm:
npm install brighterscript-game-engine
ropm install
By default, ropm renames every package's namespace to avoid collisions - so without any extra config, you'd need to reference the engine through its installed name, e.g. new brighterscriptgameengine.BGE.Game(...).
To use the engine directly as BGE.* (as shown throughout this README and the examples), add ropm.noprefix for it to your own project's package.json - this is a per-consumer opt-out, safe to use because BGE is this engine's own deliberate top-level namespace, not an auto-generated one:
Also add the standard roku_modules diagnostic filter to your bsconfig.json - this is a normal, expected pattern for any project consuming ropm dependencies (this engine's own bsconfig.base.json does the same for its rodash dependency), and avoids noise from a couple of known upstream ropm/brighterscript typedef-validation issues (rokucommunity/ropm#148, rokucommunity/brighterscript#1757):
{
"diagnosticFilters": [
{ "files": "**/roku_modules/**" }
]
}Subclassing one of the engine's own classes and passing an instance back into an engine method (e.g. game.defineRoom(new MainRoom(game)), or calling super(game) in your subclass's constructor) currently trips a real upstream brighterscript bug (rokucommunity/brighterscript#1758): the generated type declarations reference the class's internal compiled name instead of its real type, so bsc --validate reports an argument-type-mismatch for this - completely ordinary and expected - pattern. The roku_modules filter above doesn't cover this, since the error is reported against your own file, not a roku_modules one.
This is a static type-checker false positive only - type annotations aren't enforced at runtime, so your game still runs correctly regardless. If your own CI gates on bsc --validate reporting zero errors, you'll need to account for this until it's fixed upstream.
Documentation can be found here
This project was originally forked from Roku-gameEngine by Austin Sojka, and converted into BrighterScript. This work owes a lot to this original project!
Thanks also to:
- RokuCommunity for BrighterScript, bslint, roku-deploy, and the rest of the tooling that makes this project possible.
- Marcelo Lv Cabral for his work on the Roku/BrightScript community and tooling, including the BrightScript Simulator this engine supports developing against.



{ "ropm": { "noprefix": ["brighterscript-game-engine"] } }