Up to Speed with Arcade ECS
Learn the three packages that a BabylonJS Market game is built from: @babylonjsmarket/ecs, @babylonjsmarket/arcade, and the free @babylonjsmarket/viz debug layer. Every code sample is taken directly from the real published source, one lesson at a time.
What We Will Cover
- A sequence of focused 6-10 minute lessons, each on one idea
- Teaches the real published packages, with code sliced straight from their source
- Write your own components and systems against @babylonjsmarket/ecs
- Master the five-filter query system and the EventBus that decouples it all
- Declare whole scenes as JSON and boot them with ArcadeGame in four lines
- Compose input, movement, scoring, and health from the arcade component library
- Pool bullets and enemies so the frame rate stays steady when hundreds spawn at once
- Mount the free viz layer and tune live components with sliders that persist
- Finish knowing why every component is portable across Babylon and Three
This course teaches the three packages a BabylonJS Market game is built from, one lesson at a time. Across nine short lessons you'll learn the entity-component-system model, write real components and systems against the published @babylonjsmarket/ecs package, use the five-filter query system that decides which entities a system acts on, connect systems through the EventBus, declare whole scenes as JSON that ArcadeGame boots in four lines, compose gameplay from the arcade component library, keep the frame rate steady with built-in entity pooling, add the free @babylonjsmarket/viz panels to tune live components with sliders that persist across reloads, and see how the renderer adapter keeps every component portable across Babylon and Three. Every piece of library code shown is taken directly from the live package source and kept in sync by the build.