Tutorials

In-depth tutorial series on building tile-based games with JavaScript and PixiJS. Each series builds toward a complete, playable game.

The World Series

Start with World One. Everything else is self-directed — pick the world that excites you.

World One

The foundational series. Top-down tile world: grid, movement, collision, interaction, and enemies. Start here.

A Side-Scrolling World

Platformer mechanics — jumping, gravity, ladders, moving platforms, enemies, combat, and slopes.

A Tilted World

Isometric rendering, depth sorting, mouse-driven movement, and camera rotation.

A Thinking World

Pathfinding foundations — BFS, Dijkstra’s, Greedy Best-First, and A*.

A Smarter World (coming soon)

Advanced pathfinding — Flow Fields, JPS, Bidirectional A*, D* Lite, and HPA*.

A Random World (coming soon)

Procedural generation — room placement, BSP, cellular automata, noise, and biomes.

A Darker World (coming soon)

Lighting and atmosphere — raycasting, FOV, shadow casting, fog of war, and day/night.

A Living World (coming soon)

Physics and simulation — gravity, water flow, falling sand, destructible tiles, and explosions.

A Deeper World (coming soon)

2.5D perspective — stacked sprites, wall extrusion, height maps, and oblique projection.

A Talking World (coming soon)

RPG systems — inventory, crafting, stats, turn-based combat, dialogue, quests, and levelling.

A Shared World (coming soon)

Multiplayer and networking — WebSockets, authoritative server, prediction, and lag compensation.


Craft Series

Reference material that makes any game better. Grab these when you need them.

Rich Media (coming soon)

Sprites, spritesheets, sound, and the static asset pipeline.

Game State (coming soon)

Menus, title screen, pause, game-over, HUD, preferences, save/load, and map select.

Map Editor (coming soon)

In-browser level building — paint/fill, undo/redo, autotiling, Tiled import, and share via URL.

Performance (coming soon)

Dirty rects, spatial hashing, chunked worlds, object pooling, ECS, and GPU instancing.