ScopeBee
Web-first, lightweight and performant game engine
| ScopeBee | Unity | |
|---|---|---|
| Downloaded | 515 KB | 6.4 MB |
| Memory | 16.6 MB | 136 MB |
| Physics at 60 FPS | 9000 | 4500 |
The same Flappy Bird, release build — see how it was measured
News
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Updated engine comparison
Flappy Bird on seven engines: Phaser, Pixi and PlayCanvas join, and every build is measured again on one bench.
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ScopeBee 0.4.0
Light and shadows, thousands of objects in two draw calls, and scenes baked to binary for the build.
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Candy Balance: a Flash game, remade
A Flash game from more than 14 years ago, rebuilt with tags, physics materials, joints, animation and streamed music.
Runtime
Engine
A runtime built around a single rule: ship the smallest binary that runs the fastest, identically on every platform.
- Maximum performance
- Minimal build size
- Minimal RAM footprint
- Uniformity across platforms
Language
Beef
The engine is written in Beef — a compiled language that reads like C# and runs like C++. There is no garbage collector, so a frame never stalls on cleanup you did not schedule.
- Familiar syntax, native speed
- No garbage collector
- Code generated at compile time, not reflected at runtime
Tooling
Editor
An editor that starts instantly and stays out of your way. No launchers, no ceremony — open a project and work.
- Lightweight
- Extensible
- No hub required
Migration
Unity converter
Bring an existing Unity project across instead of rewriting it. Scenes, prefabs and component data are converted, and C# scripts are translated into Beef.
- C# → AST → Beef
- Scenes and prefabs with their full hierarchy
- Unity components mapped onto engine ones
- Textures, sprites and animation clips
Numbers, not promises
Comparison
The same projects built with different engines. Each bar is the share of the largest value it is compared against.
Flappy Bird
HTML5 · WebGLSeven builds of one game, made with different engines.
| Metric | Engines, best first |
|---|---|
| Transferred |
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| Resources |
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| First frame |
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| Heap Snapshot |
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Play the builds: ScopeBee Cocos Creator Defold Unity Phaser Pixi PlayCanvas
Flappy Bird as a playable ad
HTML5 · .htmlThe same game as an ad creative: one HTML file with the engine, the assets and the script inside it, the way an ad network runs it. Built without extra optimisation — ScopeBee, Cocos Creator and Defold through their own playable modes, Pixi and PlayCanvas as the same web projects packed into one file. Unity has no such build mode.
| Metric | Engines, best first |
|---|---|
| HTML file |
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| Transferred |
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| Resources |
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| First frame |
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| Heap Snapshot |
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Play the builds: ScopeBee Cocos Creator Defold Pixi PlayCanvas
Physics stress test
HTML5 · 60 FPS| Engine | Bodies at 60 FPS | Demo |
|---|---|---|
| ScopeBee 0.4.0Box2D 3.1 | 9000 | Open |
| Unity 6.4Low Level Physics | 4500 | Open |
| Defold 1.13.0Box2D v3 | 4500 | Open |
| Unity 6.4Standard Physics | 2000 | Open |
| Cocos Creator 3.8 | 1500 | Open |
The same tumbler scene in every engine: a rotating box, bodies added until the frame stops holding 60 FPS. Higher is better. Measured on a Mac mini M2, 16 GB, Chrome 151.0.7922.138 (arm64).
What's next
Roadmap
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AUG2026
C# → Beef Done
Deeper and more accurate language conversion, sprites outside the view frustum dropped before drawing, hooks into web platforms.
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SEP2026
Binary assets & 3D Done
A compact binary data format, and the first dimension past flat: models loaded straight from glb and drawn in the scene.
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OCT2026
Particles, materials and 3D physics In progress
An effects system of its own, tunable materials and blend modes, and bodies that collide in three dimensions.
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NOV2026
Tilemaps and audio mixers
Tile-based levels assembled from a palette in the editor, and sound routed through mixers and volume groups.
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DEC2026
Cross-platform
The same project packaged past the browser without a second codebase, starting with Android.