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@minigame-labs

Minigame Labs

Embeddable native runtime for Canvas/WebGL mini-games — no DOM, no CSS, no layout. Source-available. 小游戏原生运行时,源码可审计。

Minigame Labs

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We build Migo — an embeddable native runtime for Canvas / WebGL mini-games.

Embed it in your app and HTML5 or mini-game content runs natively: one engine you pin yourself, instead of a system WebView that drifts across OEMs and OS updates. It is a game container, not a browser — there is no DOM, no CSS and no layout engine, and content that needs those is not what it is for.

What we publish

migo The runtime. Rust core, V8, Skia. Android · Linux · Windows · OpenHarmony, x86_64 and arm64, all built and attested in CI.
migo-bench Migo vs the system WebView, same game, same device, same session. Raw rows and the method are in the repo.
migo-examples Host integration examples.
migo-web-adapter A browser-style BOM/DOM surface for engines that assume one (Cocos, Egret, Laya, Pixi).
migo-wx-adapter Publishes a mini-game-shaped global, aliased onto the runtime's own capabilities.

The engine installs exactly one capability surface, migo.*, and carries no adapter code. Everything else content expects is a separate, composable package — take zero, one, or both.

What the numbers say, including where they don't

Measured on Android against the system WebView, three real games, one session, interleaved and temperature-gated:

  • Memory: 49–62% lower. WebView is counted fairly, including its separate renderer process.
  • CPU: 2.4–3.0× lower.
  • Frame rate: a tie. 60 fps median on both sides. Both run V8, so we do not claim faster JavaScript and never will.
  • Startup: faster on five of six measures, and one of those five is inside the harness noise floor — which the benchmark says out loud rather than rounding up.

Every figure above is Android. Performance on OpenHarmony NEXT is a separate question with a separate answer, and it is written down rather than implied.

Checking your own content

Don't take our word for it and don't send us anything. PRESCREEN.md is the tool we would run, for you to run yourself: it reports which APIs a bundle needs against what a build actually publishes, and whether it paints on a real device. Your content never leaves your machine.


Source-available under BSL 1.1 — read it, build it, audit it.

Popular repositories Loading

  1. migo-staging migo-staging Public

    Embeddable native runtime for Canvas/WebGL mini-games — one engine on Android, Linux, Windows and OpenHarmony. On Android: less memory and CPU than the system WebView. No DOM, no CSS, no layout. So…

    Rust 2

  2. migo-bench migo-bench Public

    Reproducible Migo-vs-WebView benchmarks (same game/device/runtime): consistency, memory, cold-start, fps.

    JavaScript

  3. migo-examples migo-examples Public

    Host integration examples for Migo — the native HTML5 / mini-game runtime

    Java

  4. rusty_v8 rusty_v8 Public

    Forked from denoland/rusty_v8

    Rust bindings for the V8 JavaScript engine

    Rust

  5. migo-wx-adapter migo-wx-adapter Public

    Publishes globalThis.wx aliased to the migo runtime's migo.* capabilities, so unmodified WeChat-mini-game-shaped content runs on migo.

    JavaScript

  6. migo-web-adapter migo-web-adapter Public

    Browser-style BOM/DOM adapter layered on top of the migo mini-game runtime.

    JavaScript

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