Game Developer Guide
This guide is your complete path from zero to shipped game. Whether you're building a 2D platformer, a 3D action game, or a puzzle in the browser, this section walks you through every system you'll touch-with practical examples at every step.
Who This Is For
- New to Web Engine Dev, start at Core Game Loop and work through sequentially
- Web developer new to game dev, ECS and game loops work differently from app UIs; this guide bridges that gap
- Experienced game developer, jump to any section to understand how this engine's patterns map to what you know
The Learning Path
Follow this sequence for the most productive onboarding:
Foundation (Start Here)
| Step | Topic | What You'll Learn |
|---|---|---|
| 1 | Core Game Loop | How World, systems, the scheduler, and the main loop work together |
| 2 | Scripting | Adding gameplay logic to entities with the scripting layer |
| 3 | Entities & Components | ECS patterns: players, enemies, bullets, inventory |
| 4 | Scenes & Prefabs | Organizing your world into levels and reusable templates |
Interaction & Feel
| Step | Topic | What You'll Learn |
|---|---|---|
| 5 | Input Handling | Keyboard, gamepad, touch, virtual buttons, action mapping |
| 6 | Camera Systems | Follow cameras, zoom, screen shake, split-screen |
| 7 | Physics | Rigidbodies, collisions, triggers, joints, character controllers |
| 8 | Animation | Sprite sheets, skeletal animation, blend trees, state machines |
World Building
| Step | Topic | What You'll Learn |
|---|---|---|
| 9 | 2D Development | Tilemaps, sprite batching, 2D lighting, pixel art |
| 10 | 3D Development | glTF models, terrain, PBR materials, 3D lighting |
| 11 | Audio | BGM, SFX, spatial audio, adaptive music |
| 12 | UI & HUD | Health bars, menus, dialogue, HUD layout |
| 13 | Visual Effects | Particles, VFX graphs, post-processing, screen effects |
Game Systems
| Step | Topic | What You'll Learn |
|---|---|---|
| 14 | AI & NPCs | Pathfinding, behavior trees, GOAP, steering behaviors |
| 15 | Save & Load | Persisting game state, checkpoints, cloud saves |
| 16 | Networking & Multiplayer | Client-server, rollback netcode, matchmaking |
Shipping
| Step | Topic | What You'll Learn |
|---|---|---|
| 17 | Performance Optimization | Profiling, bottleneck analysis, batching, pooling |
| 18 | Deployment & Publishing | Web hosting, PWA, mobile (Capacitor), itch.io |
Quick Reference
Minimal Game Bootstrap
typescript
import { World, CoreSchedule } from '@web-engine-dev/ecs';
import { createDevice } from '@web-engine-dev/renderer';
const world = new World();
// Register systems
world.addSystem(InputSystem);
world.addSystem(PlayerMovementSystem);
world.addSystem(PhysicsSystem);
world.addSystem(RenderSystem);
// Run
let last = performance.now();
function loop() {
const now = performance.now();
const dt = (now - last) / 1000;
last = now;
world.runSchedule(CoreSchedule.Update, dt);
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);The Golden Rules
world.get()returns a copy, alwaysworld.insert()to persist changes- Systems are pure functions over components, no shared mutable state
- Entities are IDs, they have no behavior, only data
- Use commands for deferred mutations, never mutate the world mid-iteration
- Resources are singletons, use them for global state (input state, game settings)
Tutorials
If you prefer to learn by building, jump straight to the Tutorials section where you'll build complete games from scratch.