2D & 3D
Build with sprites, meshes, cameras and connected scene objects. Combine a 3D world with a 2D interface, or make a fully illustrated game.
- Sprites, atlases and frame animation
- Models, terrain and foliage
- Perspective and orthographic cameras
Different scenes. The same engine.
Choose a world and make it play.
A visual workspace for 2D and 3D games, with JavaScript for the rules that make them yours. Assemble a world, bring its characters to life, test the whole game and export it for players.
Explore these tools in NIB Editor. The stable 1.1.0 release improves scene authoring, animation, rendering and export. Get the editor ↗
Build with sprites, meshes, cameras and connected scene objects. Combine a 3D world with a 2D interface, or make a fully illustrated game.
Shape the look with PBR textures, lights, procedural skies and reusable effects. Finish with color grading, bloom or a deliberately retro image.
Give the world rules through scripts and components. Connect movement, collisions, animation, interface and sound into a playable loop.
Share a standalone HTML game or a web project ready for a hosting build. The exported game includes its runtime and referenced resources.
Open a topic to see what you can author in the editor.
Use Hierarchy to arrange entities and parent–child relationships, then edit their transforms and components in Inspector. Move, rotate and scale objects in the viewport; switch between 2D and 3D views as the project needs.
Import assets, turn repeated assemblies into prefabs, and keep scenes and scripts together in a folder project. Undo/Redo supports iteration. Play creates a separate runtime scene; Stop returns you to authoring.
Write game rules in the script editor and expose useful parameters in Inspector. Script lifecycle callbacks connect input, movement, collisions, audio and scene events. Use components for shared behavior and scripts for the rules specific to your game.
Playable presets offer working examples of shooting, racing, platforming, interaction, enemy behavior, win/loss states and menus. Adapt their logic or start with an empty scene.
PBR materials combine base color, normal, roughness, metalness and emissive information. Set transparency, double-sided surfaces and texture sampling, then explore additional material looks such as clearcoat, transmission and water.
Directional, point and spot lights work with supported shadows, fog, procedural sky presets and HDRI environment lighting. Post-processing adds bloom, SSAO, depth of field, LUT grading and film controls. Retro options include pixelation, dithering, vertex snapping and affine-texture styling.
Materials and screen-space effects are real-time approximations. Version 1.1.0 adds camera-only motion blur for perspective views of depth-writing surfaces; independent object motion is not included. WebGPU availability and output depend on the project and device.
Sculpt terrain heights, resample the terrain grid, assign textured surfaces and place foliage or imported props. Surface Paint blends four material layers on meshes, including imported textures and normal maps. Surface-aware footprints connect movement to the ground beneath a character.
Frustum culling, compatible-mesh instancing and generated levels of detail help control rendering work. These tools support authored scenes; they are not an unlimited-world streaming system. Use the profiler and test the actual scene on your target hardware.
Import glTF/GLB models with supported hierarchies, materials, textures, skeletons and clips. GLB packages the model in one convenient file. The Character editor supports skeleton setup and weight editing; the Animation editor records and previews reusable bone-animation clips.
Author animation graphs with states, typed parameters, conditions, transition priorities, exit times and crossfades. Preview changes in isolation, undo them, and save the graph with the project for Play and exports. Explicit bone mapping, rest-pose adjustments and two-bone IK support retargeting; animation events trigger effects or sound. Timeline animates object and component properties.
Automatic anatomical matching, full-body IK and a blend-tree editor are not included.
Use 2D bodies, rectangle/circle colliders, sensors and raycasts for platformers and top-down games. The bundled Rapier backend adds 3D rigid bodies, supported mesh colliders, joints, sleeping and continuous-collision options.
An upright character controller supplies stepping, slope limits, ground snapping, gravity and jumping. Grid navigation supports path search, obstacles and agents for enemies or click-to-move interactions. Arcade vehicle behavior can be scripted, as the racing preset demonstrates.
There is no polygon navmesh editor, soft-body solver or dedicated tire-and-suspension simulation.
Build reusable layered effects from particles, geometry, trails, lights and audio. Tune curves and previews in the Effect editor, then trigger the result from scripts or animation events. Particle tools include flipbooks, procedural textures and changing color or size over a lifetime.
Web Audio supplies music, sound effects, spatial sources, ambient zones, buses, filters, reverb and crossfades. The editor mixer helps audition the result, while browser-managed streaming supports long music tracks. A browser interaction unlocks sound; your game's own mix and playback rules still control what the player hears.
Build screen interfaces with UI Canvas and UI Element: text, panels and buttons, anchors, scaling, and row/column/grid layouts. Save the interface with the scene so it travels into the exported game. Authored localization tables let scripts switch text between supported languages; translations are supplied by the game creator.
Keyboard, mouse, pointer lock, touch and gamepad input are available to scripts. UI focus and activation support several input methods, while 2D sprites and Text2D provide another way to create HUDs. Desktop presets need their controls adapted and tested before you present them as mobile or controller-ready games.
Save scenes, scripts and assets in a folder project. NIB provides verified local backups and recovery into a separate copy. Keep another backup outside the installation before upgrading.
Multi-level projects use a configured startup scene and scripted level transitions. Export as a self-contained HTML file or a Web Project ZIP with build configuration and resources. Test the exported game independently of the editor. An optional Windows x64 game-packaging tool is also documented separately.
Hosting, multiplayer servers, accounts, matchmaking and cloud saves are not built-in services. You can integrate external services through your game code.
Use Console messages, viewport frame statistics and the profiler to understand your project while developing it. Inspect the actual renderer and compatibility status when testing WebGL2 or WebGPU.
An optional local MCP server lets a separately configured AI client inspect and edit project data, work with entities and assets, run Play checks and request exports. The editor works without an AI account. Generated changes still need the same review and testing as manual edits.
Ten games, six technical showcases and two starting scenes. Every preview is a real project exported from NIB. Play a project here, then use the downloadable editor to explore how your own game works.
Take the next step in the full editor: inspect a project, change its objects and scripts, then export a game of your own.
Download the named NIB editor archive from the release page and extract the whole folder. The editor needs Node.js 22.12 or newer; Node.js 24 LTS is recommended. Its runtime dependencies are already bundled.
start.bat. On macOS/Linux, run sh start.sh. Alternatively, run npm start in the extracted folder.http://localhost:8670/editor/.If PowerShell blocks npm.ps1, use npm.cmd start. The ready-made editor archive does not need an npm install or engine build. After upgrading, reopen a saved project and test its exported game before retiring your previous installation.
Create a folder project and start from a preset. Follow a scene object from Hierarchy into Inspector, then inspect the script or component that gives it behavior.
Start with a small preset, explore its objects and scripts, and save your changes as your own project.
Connect player input, interactions, challenges and a clear outcome. Add a menu and HUD, then use animation, lighting, effects and sound to explain what is happening.
Use reusable prefabs and effects to keep related objects consistent. Test the actual exported game as you develop, not only the editor's Play mode.
Capability reference ↗Single HTML embeds the runtime and referenced resources. Web Project ZIP provides a standalone project for a hosting build. Players opening a hosted game do not need the editor or Node.js.
npm ci and npm run build. Host the generated dist folder and test the game from its public URL.Keep the generated license notices and verify the rights to your own imported assets. Test your intended browsers and input devices before release.
NIB is an independent project by Murad Mammadov, CEO of Project AI. The engine, tools and game presets grow together, with new work explored in real scenes.
Version 1.1.0 refines editing and recovery, character animation, graphics, game interfaces and publishing. Read the release notes for supported workflows and their limits.
Play ten games, six technical showcases and two starting scenes here, then build your own in the editor.
Play real exported projects here. Download the editor to inspect, change and build your own scenes.
Download NIB, open a project and explore the full authoring workspace on your own computer.
Download the compiled NIB 1.1.0 editor with its game presets, scene tools and export workflow. Extract NIB-1.1.0.zip, start the editor and begin a project. The archive includes the browser editor and its dependencies; Node.js 22.12+ is required. Read the release notes on GitHub before upgrading.
Download NIB Editor ↗NIB uses its own free-use license. See the complete terms for use and game distribution.
NIB license ↗Release third-party notices ↗Website & demo credits ↗Select WebGL2 and retry. Your browser needs hardware graphics acceleration. If a graphics context is lost, stop and restart the demo.
Press Esc to release the cursor and pause. Resume to return to the game, or Stop to unload it. You can also use your browser’s fullscreen exit control.
Start the game using its own button first. Browsers may wait for this interaction before enabling audio. Then check the player’s sound button and volume slider, the game’s own sound setting and the browser tab volume.
The site adapts to smaller screens, but most of these game presets are designed for a keyboard and mouse. Use a computer for the complete game controls. Physical mobile devices have not been qualified.
Download NIB Editor from the release section. The website plays exported presets; the editor provides scene authoring, scripts, assets and project saving.
The engine’s sky presets change atmosphere, clouds, fog and lighting. Storm is an environment preset; it does not automatically add rain particles, lightning or weather-dependent game rules.
Include the preset, graphics API, browser and what happened immediately before the problem.
Contact through the author’s page ↗