"ECS and Engine-less GameDev in TypeScript"
summary
Concrete workflow and results: TypeScript code uses PixieJS rendering + tiled CSV maps to load sprite sheets and place tiles on a 64×64 grid, turning a CSV into frames automatically. Game logic uses an ECS implemented as parallel component arrays (example size ~5,000 slots) with an entity pool and reuse guarded by a GUID per slot to avoid stale references. Demo shows moving sprites, layered tiles, and reusable velocity/collision systems that actually run.
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chapters (13)
- 0:00Engineless game development
- 2:25Tools for game building
- 3:09PixieJS rendering basics
- 4:56Simple sprites to tile maps
- 7:26Tiled for level design
- 9:56CSV maps for game worlds
- 11:50Entity Component Systems explained
- 13:14Components and systems in ECS
- 16:26Systems interacting with components
- 18:33Understanding entities
- 20:40Entity lifecycle and GUID tracking
- 22:07Constructing entities
- 23:31Next steps and advice
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