Tile Based Worlds

The systems behind tile worlds —
explained by building them.

A structured tutorial series for developers who want to understand 2D game rendering properly — not just copy it. Each world builds on the last, taking you from a grid and a character through pathfinding, procedural generation, lighting, and physics. Live, editable demos throughout.

Inspired by the Tonypa tile-based game tutorials — the most influential game dev writing on the early web — and rebuilt from scratch for modern JavaScript and PixiJS. The same depth, none of the Flash.

Why TypeScript and PixiJS

PixiJS sits between the raw HTML Canvas API and a full game engine. It handles asset loading, sprite batching, and the render loop without making decisions about how your game is structured. That balance is intentional: enough abstraction to stay focused on concepts, not enough to obscure them.

A game engine is a reasonable choice for shipping a game. For learning how games work, it solves the problems before you understand them. The systems in these tutorials — tilemaps, collision, pathfinding, lighting — are implemented directly, so the mechanism is visible at every step. Once you understand a concept, you can carry it into Python, Rust, or any environment you work in. The ideas transfer. The code doesn’t need to.

Rendering fundamentals

Grid systems, camera, layers, depth sorting, isometric projection.

Movement and physics

Collision, gravity, slopes, platforms, and character controllers.

Pathfinding algorithms

BFS, Dijkstra, A*, Flow Fields, JPS — with animated step-throughs.

Procedural generation

BSP, cellular automata, noise functions, biome generation.

World 01

World One

Grid, movement, collision, interaction, and enemies. The foundation everything else builds on.

available rendering collision

World 02

A Side-Scrolling World

Gravity, jumping, ladders, moving platforms, slopes, and combat.

available physics platforms

World 03

A Tilted World

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

available isometric

World 04

A Thinking World

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

available algorithms

World 05

A Smarter World

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

coming soon algorithms

World 06

A Random World

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

coming soon procgen

World 07

A Darker World

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

coming soon lighting

World 08

A Living World

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

coming soon simulation