Blog
Thoughts, tutorials, and insights about web development
Episode 6: World State Management & Events - Building an Event-Driven Game Engine
Dive into event-driven architecture as we implement a comprehensive event system for our game engine. Learn how to manage world state, track entity lifecycle events, and build reactive programming patterns that scale.
Introducing Lattice Editor: Visual Game Development in Your Browser
Build games visually with our new browser-based editor powered by the Entity Component System architecture. Create, edit, and manage game entities with an intuitive interface.
Editor UI Foundation
Episode 5 builds the editor UI with resizable panels—toolbar, hierarchy, inspector, assets, and controls. We introduce GameProvider for state management and create a professional layout that makes the engine feel like a real tool.
The ECS Pattern
Episode 4 introduces the Entity Component System pattern. Instead of rigid class hierarchies, ECS uses composition—entities are IDs, components are data, and systems contain logic. It's modular, flexible, and scales.
The Engine Heartbeat
Episode 3 builds the game loop—the engine heartbeat that drives everything. We implement separate update and render loops with delta time and fixed tick rates, then wrap it all in the @ges/core package for clean imports.
BHVR Stack & First Renderer
Episode 2 introduces the BHVR stack (Bun, Hono, Vite, React) as the development tooling layer and builds the first renderer package. We go from an empty canvas to drawing our first rectangle—a simple but critical milestone in the engine journey.
Building a 2D Game Engine from Scratch: The GameEngineSeries Journey
Join me as I build a complete 2D game engine from the ground up using modern web technologies. Learn about the BHVR stack, Entity-Component-System architecture, and the philosophy behind building complex systems one step at a time.