How to install pixijs-core-concepts
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-core-conceptsFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-core-concepts description: "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-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer." license: MIT
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
console.log(app.renderer.name); // 'webgl' | 'webgpu' | 'canvas'
app.ticker.add((ticker) => {
sprite.rotation += 0.01 * ticker.deltaTime;
});
const tex = app.renderer.extract.texture({ target: app.stage });
app.renderer.render({ container: app.stage });
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 | Preference forms, per-renderer options, systems and pipes |
| Per-frame execution | 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. Seereferences/renderers.md. - Running in a Web Worker? Set
DOMAdapter.set(WebWorkerAdapter)beforeapp.init. See thepixijs-environmentsskill for complete setup. - Need manual control over when rendering happens? Set
autoStart: falseand callapp.renderer.render(app.stage)from your own loop. Seereferences/render-loop.md. - Integrating with a physics library? Add your update at
UPDATE_PRIORITY.HIGHso physics runs before the render atLOW. Seereferences/render-loop.md. - Writing a custom renderable? Implement a
RenderPipe. Seepixijs-custom-renderingskill. - Running under strict CSP? Import
'pixi.js/unsafe-eval'. See thepixijs-environmentsskill.
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:
const app = new Application();
app.init({ width: 800, height: 600 });
console.log(app.renderer.name); // undefined — init() is async
Correct:
const app = new Application();
await app.init({ width: 800, height: 600 });
console.log(app.renderer.name); // 'webgl' | 'webgpu' | 'canvas'
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:
const app = new Application();
await app.init({ width: 800, height: 600 });
DOMAdapter.set(WebWorkerAdapter); // too late — init already allocated resources
Correct:
DOMAdapter.set(WebWorkerAdapter);
const app = new Application();
await app.init({ width: 800, height: 600 });
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:
await app.init({ preference: "webgpu" });
// assume WebGPU is active
useWebGPUOnlyFeature(app.renderer);
Correct:
await app.init({ preference: "webgpu" });
if (app.renderer.name === "webgpu") {
useWebGPUOnlyFeature(app.renderer);
}
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
Related skills
More from pixijs/pixijs-skills and the wider catalog.
pixijs
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
pixijs-application
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin creation via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
pixijs-scene-graphics
Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath), fill/stroke/cut, holes, FillGradient (linear/radial), FillPattern, GraphicsContext sharing, svg import/export, containsPoint hit testing, cloning, clearing, bounds, fillStyle/strokeStyle, draw-time transforms (rotateTransform/scaleTransform/translateTransform/setTransform/save/restore), default styles, GraphicsPath reuse. Triggers on: Graphics, GraphicsContext, rect, circle, poly, roundRect, fill, stroke, cut, hole, beginHole, FillGradient, FillPattern, moveTo, bezierCurveTo, svg, graphicsContextToSvg, svg export, GraphicsOptions, containsPoint, clone, clear, bounds, rotateTransform, translateTransform, setFillStyle, setStrokeStyle, GraphicsPath.
pixijs-scene-container
Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation, pivot, getBounds, toGlobal, toLocal, onRender, destroy, constructor options, ContainerOptions.
pixijs-performance
Use this skill when profiling or optimizing a PixiJS v8 app for FPS, draw calls, or GPU memory. Covers destroy patterns (cacheAsTexture(false), releaseGlobalResources), GCSystem and TextureGCSystem, PrepareSystem, object pooling, batching rules, BitmapText for dynamic text, culling (Culler, CullerPlugin, cullable, cullArea), resolution/antialias tradeoffs. Triggers on: FPS, jank, draw calls, batching, object pool, GCSystem, PrepareSystem, Culler, cacheAsTexture, memory leak, destroy patterns.
pixijs-assets
Use this skill when loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures, SVG as texture or Graphics, resolution detection, per-asset data options, and forcing a specific loader with the parser field (for extension-less URLs). Triggers on: Assets, Assets.load, Assets.init, loadBundle, manifest, backgroundLoad, Spritesheet, Cache, LoadOptions, unload, parser, loadParser, loadWebFont, loadBitmapFont, loadVideoTextures, GifSource, VideoSourceOptions.