ScopeBee

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

ScopeBee editor with a Flappy Bird scene open

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
ScopeBee editor panels: colour picker, gradient and curve editors

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
The converter window inside Unity, listing assemblies and types to export

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 · WebGL

Seven builds of one game, made with different engines.

Metric Engines, best first
Transferred
  1. Phaser456 KB
  2. Pixi492 KB
  3. ScopeBee515 KB
  4. PlayCanvas579 KB
  5. Cocos Creator595 KB
  6. Defold953 KB
  7. Unity6.4 MB
Resources
  1. ScopeBee1.4 MB
  2. Pixi1.4 MB
  3. PlayCanvas2.0 MB
  4. Cocos Creator2.4 MB
  5. Defold2.9 MB
  6. Phaser10.1 MB
  7. Unity28.9 MB
First frame
  1. ScopeBee146 ms
  2. Phaser184 ms
  3. PlayCanvas232 ms
  4. Pixi246 ms
  5. Cocos Creator312 ms
  6. Defold346 ms
  7. Unity612 ms
Heap Snapshot
  1. Pixi16.3 MB
  2. ScopeBee16.6 MB
  3. PlayCanvas17.9 MB
  4. Cocos Creator19.3 MB
  5. Phaser25.8 MB
  6. Defold41.5 MB
  7. Unity136 MB

Play the builds: ScopeBee Cocos Creator Defold Unity Phaser Pixi PlayCanvas

How it was measured and what the numbers mean

Flappy Bird as a playable ad

HTML5 · .html

The 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
  1. ScopeBee789 KB
  2. Defold1.3 MB
  3. Cocos Creator1.4 MB
  4. Pixi1.6 MB
  5. PlayCanvas2.2 MB
Transferred
  1. Pixi561 KB
  2. ScopeBee582 KB
  3. PlayCanvas654 KB
  4. Defold953 KB
  5. Cocos Creator1.0 MB
Resources
  1. ScopeBee789 KB
  2. Defold1.3 MB
  3. Pixi2.3 MB
  4. PlayCanvas2.9 MB
  5. Cocos Creator3.4 MB
First frame
  1. ScopeBee161 ms
  2. Pixi248 ms
  3. PlayCanvas266 ms
  4. Cocos Creator345 ms
  5. Defold443 ms
Heap Snapshot
  1. ScopeBee17.0 MB
  2. Pixi18.8 MB
  3. PlayCanvas19.9 MB
  4. Cocos Creator30.0 MB
  5. Defold41.8 MB

Play the builds: ScopeBee Cocos Creator Defold Pixi PlayCanvas

How the playable builds were made

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

  1. AUG2026

    C# → Beef Done

    Deeper and more accurate language conversion, sprites outside the view frustum dropped before drawing, hooks into web platforms.

    • Language coverage
    • Frustum culling
    • Web portals integration
    • Gizmos
  2. 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.

    • Binary serialisation
    • glb import
    • 3D rendering
  3. 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.

    • Particle system
    • Material parameters
    • Blend modes and presets
    • 3D physics
  4. NOV2026

    Tilemaps and audio mixers

    Tile-based levels assembled from a palette in the editor, and sound routed through mixers and volume groups.

    • Tilemap
    • Audio system
    • Mixers
  5. DEC2026

    Cross-platform

    The same project packaged past the browser without a second codebase, starting with Android.

    • Android