# Hilo3D > Hilo3D is a strict TypeScript, ESM-only graphics engine for 2D and 3D browser applications. One > shared renderer uses a Render Graph, portable RHI and WebGPU/WebGL2 backends. This index describes the current source documentation, which may include Unreleased features. For the 2.0 alpha install `hilo3d@next`, resolve an exact version, and use that package's declarations. The unqualified `latest` channel may select 1.x. Optional particle/physics addons must match the core. DDGI currently belongs to Unreleased development; do not infer availability from package.json alone. Build: development; package version 2.0.0-alpha.8; source 5ae1f37d6be2405e72640bf44b966f18fc77f92b. [Build provenance](documentation/build.json). Create Stage and Renderer asynchronously. `auto` prefers compatible WebGPU; explicit WebGPU and WebGPU-only feature requirements fail clearly on unsupported devices. Ordinary rendering follows the shared graph/RHI path. Portable raster uses GLSL ES 3.00; compute uses validated Direct WGSL; readonly storage raster uses constrained GLSL ES 3.10 and the common Naga translation chain. ## Start here - [Versions](documentation/VERSIONS.md): Release channels, installed API and development-build boundaries. - [Getting started](documentation/GETTING_STARTED.md): Install, 3D scene, OrbitControls, resize and teardown. - [Checked recipes](documentation/RECIPES.md): Public package examples for 2D/3D, assets, effects and addons. - [Documentation index](documentation/README.md): Current contracts and task-oriented navigation. - [API reference](https://hilo3d.js.org/docs/modules/Hilo3d.html): Hosted development API; match its build to your package. ## Application features - [2D rendering](documentation/2D_RENDERING.md): Top-left camera, centered default anchors, sprites, text and composition. - [Animation](documentation/ANIMATION_SYSTEM.md): Clip/layer mixing, events and time units. - [PBR and effects](documentation/PBR_AND_POST_PROCESSING.md): Materials, linear HDR, Bloom, filmic and WebGPU auto exposure. - [Particles](documentation/PARTICLE_SYSTEM.md): Optional addon, CPU/GPU/stateless plans and authoring contracts. - [Physics](documentation/PHYSICS_ARCHITECTURE.md): Optional Stage Systems and independent Rapier 2D/3D adapters. - [Example catalog](documentation/EXAMPLE_CATALOG.md): Focused examples and backend requirements. - [Game skill](skills/hilo3d-game/SKILL.md): Independent game scaffolding and implementation workflow. ## Rendering contracts - [Architecture](documentation/RENDERING_ARCHITECTURE.md): Frame, graph/RHI, resources and recovery. - [SRP](documentation/SCRIPTABLE_RENDER_PIPELINE.md): Pipeline factories, features and synchronous pass phases. - [Compute and storage](documentation/COMPUTE_AND_STORAGE.md): WebGPU requirements, shaders, indirect work and lifetime. - [Materials](documentation/MATERIAL_SYSTEM.md): Definition/Instance, semantic passes and GPU data ABI. - [Temporal rendering](documentation/TEMPORAL_RENDERING.md): Motion, TAA/TAAU and isolated transparent histories. - [GTAO](documentation/GROUND_TRUTH_AMBIENT_OCCLUSION.md): Portable ambient visibility. - [SSR](documentation/SCREEN_SPACE_REFLECTIONS.md): WebGPU Clustered reflections and miss fallback. - [SSGI](documentation/SCREEN_SPACE_GLOBAL_ILLUMINATION.md): Portable screen-space diffuse lighting. - [DDGI](documentation/DYNAMIC_GLOBAL_ILLUMINATION.md): Unreleased WebGPU world-space diffuse GI and hybrid SSGI. - [Volumetrics](documentation/VOLUMETRIC_LIGHTING.md): WebGPU Clustered fog and froxels. - [Atmosphere](documentation/PHYSICAL_ATMOSPHERE_AND_WEATHER.md): LUTs, clouds, shadows and exposure. ## Optional - [Contributor instructions](AGENTS.md): Rules for changing the engine repository, not consumer applications. - [Engineering](documentation/ENGINEERING.md): Toolchain, testing, packaging and CI. - [Roadmap](documentation/ROADMAP.md): Implemented slices, pending evidence and future work; not available API. - [Changelog](CHANGELOG.md): Unreleased changes and published version history.