Build Your Own Game Engine in the Browser
summary
A retro‑inspired asynchronous multiplayer platform engine runs entirely in the browser, implemented in TypeScript + Canvas with requestAnimationFrame and the GamePad API for controllers. It uses an ECS‑like characteristics model, Mario‑style physics (velocity, gravity, coyote time), sprite sheets and animated GIFs, and cheap collision via a pixel collision mask image. The prototype is developed in about 10 days for a conference booth, supports ghosts/leaderboards, survives high‑refresh exploits after a hotfix, and proves playable and popular.
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chapters (20)
- 0:00Introduction
- 1:28Video game modding in 1980s
- 5:25Game creation kits to modern engines
- 10:20What is a game engine
- 12:04Minimal engine in browser
- 16:21Conway's Game of Life demo
- 19:10Input handling and movement
- 23:05Game entities and behaviors
- 26:37Entity component systems
- 29:03Adding physics
- 32:12David Was Alone to I Am Jam
- 33:37Graphics and sprite animation
- 37:26Rendering layers and camera
- 39:11Tile sets and level design
- 40:59Collision detection
- 43:24Health and game mechanics
- 44:07AI systems in games
- 46:54Simple AI in I Am Jam
- 48:20Demo and playable game
- 49:03Build vs use existing tools
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