pixijs-core-concepts

Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, and pointers to per-

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npx skills add pixijs/pixijs-skills --skill pixijs-core-concepts

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Foundational model for how PixiJS v8 gets pixels on the screen: the renderer decides which GPU backend to use, the render loop drives per frame work, and the environment layer adapts the library to browser, Web Worker, or SSR contexts. For the scene graph itself (Containers, transforms, destroy), see pixijs scene core concepts . Quick Start app.renderer is the WebGLRenderer , WebGPURenderer , or CanvasRenderer chosen by autoDetectRenderer . The TickerPlugin drives renderer.render() automatically; call it manually only with autoStart: false . Backend selection happens in Application.init({ preference }) ; see pixijs application for setup. Related skills: pixijs application (Application construction and lifecycle), pixijs ticker (per frame logic, priorities, FPS capping), pixijs environments (Web Worker, SSR, strict CSP), pixijs custom rendering (writing a RenderPipe), pixijs scene core concepts (scene graph basics). Topics Topic Reference When Choosing a backend [references/renderers.md](references/renderers.md) Preference forms, per renderer options, systems and pipes Per frame execution [references/render loop.md](references/render loop.md) Priority order, time units, manual rendering For deep dives into any single topic, open the corresponding reference file. Non browser targets ( DOMAdapter , WebWorkerAdapter , custom adapters, strict CSP) are covered in the pixijs environments skill. Decision guide Setting up an Application? Start with pixijs application . This skill explains what the renderer does under the hood. Choosing between WebGL and WebGPU? Use ['webgpu', 'webgl'] as your preference array. WebGPU is fastest where available; WebGL is the reliable fallback. See references/renderers.md . Running in a Web Worker? Set DOMAdapter.set(WebWorkerAdapter) before app.init . See the pixijs environments skill for complete setup. Need manual control over when rendering happens? Set autoStart: false and call app.renderer.render(app.stage) from your own loop. See references/render loop.md . Integrating with a physics library? Add your update at UPDATE PRIORITY.HIGH so physics runs before the render at LOW . See references/render loop.md . Writing a custom renderable? Implement a RenderPipe . See pixijs custom rendering skill. Running under strict CSP? Import 'pixi.js/unsafe eval' . See the pixijs environments skill. Quick concepts Renderer = systems + pipes Each renderer is composed of Systems (lifecycle services: textures, buffers, state, filters, masks) and RenderPipes (per renderable instruction builders: sprite, graphics, mesh, particle, text, tiling). Writing a custom renderable means implementing a RenderPipe and registering it via extensions. The render loop app.ticker.add(fn) registers a callback that runs every frame. The TickerPlugin registers app.render() at UPDATE PRIORITY.LOW , so ticker callbacks at NORMAL or HIGH run before the draw. Disable the plugin with autoStart: false for manual control. Environments DOMAdapter abstracts every DOM call PixiJS makes (canvas creation, image loading, fetch, XML parsing). Swap with DOMAdapter.set(WebWorkerAdapter) for Workers or implement a custom Adapter for Node/SSR. Must be done before Application.init . Common Mistakes [HIGH] Accessing app.renderer before init() resolves Wrong: Correct: Application.init() is async. app.renderer , app.canvas , and app.screen do not exist until after the promise resolves. [HIGH] Setting DOMAdapter after Application.init Wrong: Correct: The adapter abstracts DOM calls the renderer makes during construction (canvas creation, image loading, fetch). Swap it before init() or the wrong adapter is baked into the renderer. [MEDIUM] Treating preference as a guarantee Wrong: Correct: preference is a hint, not a demand. If the browser lacks WebGPU support, PixiJS falls back to WebGL (or Canvas). Always branch on renderer.name for backend specific code. API Reference [autoDetectRenderer](https://pixijs.download/release/docs/rendering.autoDetectRenderer.html.md) [AbstractRenderer](https://pixijs.download/release/docs/rendering.AbstractRenderer.html.md) [WebGLRenderer](https://pixijs.download/release/docs/rendering.WebGLRenderer.html.md) [WebGPURenderer](https://pixijs.download/release/docs/rendering.WebGPURenderer.html.md) [CanvasRenderer](https://pixijs.download/release/docs/rendering.CanvasRenderer.html.md) [Application](https://pixijs.download/release/docs/app.Application.html.md) [DOMAdapter](https://pixijs.download/release/docs/environment.DOMAdapter.html.md)