React For Game Development
summary
Argues that React runs fine for games by showing concrete builds: a text‑adventure VN and a sandbox with moving villagers, a ship demo that fires cannonballs and detects hits, all prototyped at game jams using React and Phaser examples rewritten as components. Explains an entity-component pattern implemented with React components, a requestAnimationFrame game loop instead of setInterval, notes missing engine features like physics and collision, and claims ~100% code reuse with React Native across platforms.
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chapters (15)
- 0:00Johannes Stein React for Game Development
- 6:10HOW DOES A GAME WORK?
- 8:31GAME-LOOP BASED GAMES
- 10:06GAME LOOP
- 12:29DIRTY RECTANGLE CHECKING
- 12:40YOU KNOW HOW WE ARE RE-DRAWING EVERYTHING EACH FRAME?
- 13:30ENTITY COMPONENT PATTERN
- 14:00IN GAME DEVELOPMENT TERMINOLOGY...
- 15:00ENTITIES TO ENTITIES...
- 17:49SCENE GRAPH
- 18:44SCENE MANAGEMENT
- 18:57WE WANT TO BE ABLE THE TO SWITCH TO A SCENE
- 23:14REACT NATIVE FOR GAME DEVELOPMENT?
- 23:40NATIVE CONTROLS LOOK AND FEEL FOR EACH PLATFORM
- 23:51IN GAME DEVELOPMENT...








