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Merge pull request #1426 from melonjs/docs/readme-19x-refresh
docs(readme): refresh intro pitch + 19.x feature callouts
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.github/workflows/main.yml

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name: Build & Test
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# Note: docs-only PRs (markdown / media changes) skip these jobs via
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# `paths-ignore`. If branch-protection rules require `lint`/`test` as
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# checks, those PRs may end up BLOCKED with no checks ever running. The
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# workaround is admin-merge (or a status-check shim emitting matching
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# job names with `success` for the same paths).
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on:
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push:
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branches: [master]

README.md

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![melonJS](https://melonjs.org/img/alex4-github.png)
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[melonJS](https://melonjs.org/) is an open-source HTML5 game engine that empowers developers to create 2D games using modern JavaScript and TypeScript. Built with ES6 classes and bundled using [esbuild](https://esbuild.github.io), it provides tree-shaking support for optimal bundle sizes.
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[melonJS](https://melonjs.org/) is an open-source 2D game engine designed for indie developers — post-processing effects, custom shaders, 3D mesh support, polygon-accurate physics, modern Tiled workflows, and high performance, all packed into just over 100 KB minzipped of vanilla JS/TS with no toolchain lock-in. Built with ES6 classes and bundled with [esbuild](https://esbuild.github.io).
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[melonJS](https://melonjs.org/) is licensed under the [MIT License](LICENSE.md) and actively maintained with the help of a small team of enthusiasts at AltByte in Singapore.
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[melonJS](https://melonjs.org/) is licensed under the [MIT License](LICENSE.md) and actively maintained by the team at AltByte in Singapore.
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Why melonJS
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- Standard spritesheet, single and multiple Packed Textures support
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- Compressed texture support (DDS, KTX, KTX2, PVR, PKM) with automatic format detection and fallback
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- 3D mesh rendering with OBJ/MTL model loading, perspective projection and hardware depth testing
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- Built-in shader effects (Flash, Outline, Glow, Dissolve, CRT, Hologram, etc.) and custom shader support via `ShaderEffect` for per-sprite fragment effects (WebGL)
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- Built-in shader effects (Flash, Outline, Glow, Dissolve, CRT, Hologram, etc.) with multi-pass chaining via `postEffects`, plus custom shader support via `ShaderEffect` for per-sprite fragment effects (WebGL)
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- Trail renderable for fading, tapering ribbons behind moving objects (speed lines, sword slashes, magic trails)
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- System & Bitmap Text with built-in typewriter effect
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- Video sprite playback
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Camera
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- Multi-camera support (split-screen, minimaps, multiple viewports)
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- Camera follow with configurable deadzone and damping
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- Built-in shake, fade and flash effects
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- Built-in shake, fade, flash, and mask-based transition effects
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- Per-camera post-processing pipeline with stackable shader effects and color grading (ColorMatrix)
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UI
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- Clickable, hoverable and draggable UI elements
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- Support for images, JSON, TMX/TSX, audio, video, binary and fonts
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Core
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- `Application` class as the modern entry point with built-in pause, resume, and `freeze()` (hit-stop) primitives
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- A state manager (to easily manage loading, menu, options, in-game state)
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- Tween effects with multiple easing functions (Quadratic, Cubic, Elastic, Bounce, etc.) and Bezier/Catmull-Rom interpolation
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- Transition effects

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