Game Development Patterns and Architectures in JavaScript

Rate this content
Bookmark

In the realm of game development, the right architecture and design patterns can make all the difference. This session delves into the world of game development patterns and architectures in JavaScript, offering a comprehensive exploration of the techniques and strategies used to create engaging and well-structured games.

This talk has been presented at JS GameDev Summit 2023, check out the latest edition of this JavaScript Conference.

FAQ

Decoupling game logic from rendering improves game performance and flexibility. It allows developers to modify the visual aspects of the game without affecting the core gameplay mechanics. This separation also simplifies debugging and enhances the maintainability of the game code.

In a fixed time step game loop, each cycle of the loop takes a consistent amount of time, which stabilizes the update mechanics across different devices. A variable time step game loop, however, adjusts the duration of each cycle based on the processing load and other factors, which can lead to more unpredictable behavior but allows the game to better handle varying system loads.

Developers can implement decoupling by using separate threads or processes for game logic and rendering, ensuring that changes in one do not directly affect the other. Additionally, a messaging system can facilitate communication between the logic and rendering components without tightly coupling them, maintaining their independence and improving game performance.

The game loop is a core feature of game development that continuously cycles through steps of processing user inputs, updating the game state, and rendering the game visuals. This loop runs repeatedly, allowing the game to progress and respond to user interactions and other game events.

Game development patterns and architectures are crucial as they provide structured solutions to common problems encountered during game development. They help in making the game code more modular, maintainable, and extensible, which ultimately enhances the game's performance, scalability, and ease of management.

The Entity Component System (ECS) is a software architectural pattern used in game development that organizes the game into entities, which are individual objects or actors in the game, and components, which represent specific attributes or behaviors of these entities. Systems then operate on entities that have a specific set of components, facilitating efficient and flexible game mechanics.

Olayinka Atobiloye
Olayinka Atobiloye
28 min
28 Sep, 2023

Comments

Sign in or register to post your comment.
Video Summary and Transcription
Today's Talk covers game design and architecture, including entity component systems, game loops, and decoupling game logic from rendering. Entity component systems are popular in JavaScript game development for representing games as entities and their components as behavior on data. Game loops control the flow of the game and updating its state, with different architectures like fixed time step and variable time step. Decoupling game logic from rendering improves performance and flexibility, allowing for independent updates and easy addition of new features. Having a clear separation of concerns in game development improves performance, increases flexibility, and makes debugging easier.

1. Introduction to Game Design and Architecture

Short description:

Hi, everyone! Today, I'm going to be walking you through game design and architecture. We will cover common patterns and architectures in game development, including entity component systems, game loops, and decoupling game logic from rendering. Let's start with entity component system, which is a popular pattern for game development. It represents games as entities and their components as behavior on data. Using the analogy of building a car with Lego blocks, the components represent different parts, and the entity is the assembled car. In JavaScript game development, entity component systems are essential.

Hi, everyone, thank you so much for coming to my talk today. My name is Olayinka Atobele and today I'm going to be walking you through game design and architecture. Before we start, I would like to give you a brief introduction of who I am. I'm a student of computer engineering at the University of Lagos. I'm also a software engineer, a technical writer, a GitHub campus expert. I'm very passionate about diversity and inclusion in tech. Basically, I organise events and programmes targeted towards that.

Today, we are going to be speaking about game development patterns and architecture in JavaScript. I'm basically going to be introducing us to some common patterns and architectures that can help us speed up game development in JavaScript.

So, what exactly are game developments, patterns, and architectures? So, they are basically reasonable solutions that you can use to solve some common problems that we face in game development. Game development can easily get bulky, and especially as you scale up your games, as your games become bigger and more powerful, it can get very easy for it to become more difficult to maintain, more difficult to expand or extend its features. Basically, what having good patterns and architectures does is that it helps you make your code more modular, more maintainable, more extensible and in the long run, you could even improve the performance of your game, how well it performs, how well users are able to interact with your games and how scalable it is, how easy it is for you to add other features or even on board new resources to your games.

So, why is it important? Like I mentioned earlier, game development is a complex task. It is challenging. It can easily get complex. Patterns and architectures, having good patterns and architectures in place will help you simplify the process of developing the games and will also help make managing the game more manageable. Also, it could even help you prevent some common mistakes, you know, having some bugs in your games.

So, what are we going to cover in this talk? So, we are going to start with...we're basically going to be covering some common and important patterns in game development. So, we are going to be talking about entity component systems, ECS, then we are going to speak about game loops, then we are going to be talking about decoupling, you know, game logic from rendering. So, now let's start with entity component system.

So, entity component system, ECS, is basically a popular pattern for game development. So, entity component system is a software architectural pattern that represents game as entities and their components as behavior on data. So, this had just big words, so just to break it down, I'm going to use an analogy. So, let's assume that, you know, a lot of us are probably familiar with Lego games, the Lego blocks, so let's assume that you are building a car with a Lego block, right, so you are probably going to have the wheels, the wheels, the steering, the body, all of those different parts, all of those different components, are going to be your components. So, basically, they just represent, you know, the behavior, it just represents, like, a particular part, like your data of your entire game, right, so your entire game and, basically, entities are just a collection of the components. So, when, let's say, you finish, you know, assembling all your different Lego blocks and you have a car. So, in that situation, like, where your car, which is basically, like, you know, a collection of the different components is basically, like, in this case, your entity, so, because it's just, like, you're assembling different components together, right. So, your different components that, basically, like, represent a behavior, like a particular data of your components, right. So, they basically just represent, you know, one single, you know, piece, so, like, one single data, one single behavior, and then your entity is basically, you know, a collection of some different components that, you know, maybe represent, like, a particular entity, a particular object in your game. So, just now to bring it back to game developments in the in the world of JavaScript, so, let's assume that you are building, let's say, a video game, right.

2. Exploring Entity Component System (ECS)

Short description:

In game development, entities represent objects in the game, while components are the data attached to entities. Systems are collections of entities and components that perform specific tasks. ECS promotes code reuse, supports efficient data access, and enables easy scalability. Entities are created and destroyed at runtime, and systems are updated regularly. ECS is popular because it separates behavior and data, making code more manageable. Code example: position and velocity components with a movement system.

In your video game, maybe you have a car that is moving or something. In that case, let's say, your car is going to have, you know, velocity, the speed, right, you're going to have a speed, you're going to have a position, like, where your car currently is at. All those two things are kind of your components, right, your velocity and your position, they are components. But the car itself, which is, you know, going to be like, you know, a certain car is going to have a velocity, is going to have a position, is going to have a color, the car itself is going to be an entity, because it's basically just, you know, a collection of different components brought together. So basically, that is the main concept behind ECS.

We basically want to separate, you know, different, you want to separate the different behavior and data in your games into components. And in that way, it is easy for you to, it is basically easy for you to, you know, pick any components that you need. You know, when building like an entity or to bring it down an object in your game, it's easy for you to, you know, just pick different components, you know, as part of the entities. And you basically like, you know, built a new, you know, a new object to your game, like straight out of the box. So, and basically, entities are unique identifiers, like I mentioned, and components are just data that are attached to the entities.

Now talking about systems, systems are on the other hand, is basically just a collection of entities and components that perform a specific task. So, just to, again, using that analogy. So, let's assume that in a situation where you have maybe, you want to perform a task, let's say in the case of a video game, right, where you have like a car, your video game and you want to basically, let's say, move the car. So, in that situation, the only component that you really need to perform that task is, let's say, position and velocity, right? So, in this case, you probably don't have any interest in, you know, maybe the colour of the car or how big the car is because they don't affect the particular task that you want to perform at that particular time, right? So, basically, what the system does is they are basically just like, sort of, functions that help you, like, separate, like, specific tasks and the certain components that are related for you to actually perform the task. And, basically, in the long run, what it just does is it makes it easier for you to, you know, manage your code, makes your code, like, more manageable.

So, and how, basically, how does ECS work? So, entities are created and destroyed at runtime by your game engine. So, entities are basically just objects in your games. You add components, your game engine adds, you know, or removes components from it at runtime. That is from your entities, right? And then your systems are updated at regular, you know, intervals, you know, depending on the operations that you perform or that the user performs within the games. So, why is ECS such a popular, you know, it's a very popular game development architecture, right? And why is that so? It is a good choice for game development because one, it promotes code reuse, right? I mean, like we explained earlier, you have, you know, specifically defined components, which means, like, you can easily grab a component and attach it to different entities, actually, not just one type of entities. You can you can easily create a modified game object. Like, basically, all you have to do is just, you know, you define game entity and just create a new one, attach some component to it. And it can also help to support efficient data access, just like, you know, separation of, like, all your data into well-defined components. And it can easily be scaled, you know, as your game gets bigger, you can easily scale it.

Just to add, like, a little code example, just to put some sense into what I've been talking about so far. So, in this example here, you can see you have, you have a position component, you have a velocity component. And your position component, you can see, like, basically, you just have your X and Y axis, right? And your velocity component, as well, you have your X and Y axis. And then you have your movement system. And those, okay, just going back. The components, like, you see, they basically, I'm not doing anything besides just representing a component.

Check out more articles and videos

We constantly think of articles and videos that might spark Git people interest / skill us up or help building a stellar career

Scaling Up with Remix and Micro Frontends
Remix Conf Europe 2022Remix Conf Europe 2022
23 min
Scaling Up with Remix and Micro Frontends
Top Content
This talk discusses the usage of Microfrontends in Remix and introduces the Tiny Frontend library. Kazoo, a used car buying platform, follows a domain-driven design approach and encountered issues with granular slicing. Tiny Frontend aims to solve the slicing problem and promotes type safety and compatibility of shared dependencies. The speaker demonstrates how Tiny Frontend works with server-side rendering and how Remix can consume and update components without redeploying the app. The talk also explores the usage of micro frontends and the future support for Webpack Module Federation in Remix.
Routing in React 18 and Beyond
React Summit 2022React Summit 2022
20 min
Routing in React 18 and Beyond
Top Content
Routing in React 18 brings a native app-like user experience and allows applications to transition between different environments. React Router and Next.js have different approaches to routing, with React Router using component-based routing and Next.js using file system-based routing. React server components provide the primitives to address the disadvantages of multipage applications while maintaining the same user experience. Improving navigation and routing in React involves including loading UI, pre-rendering parts of the screen, and using server components for more performant experiences. Next.js and Remix are moving towards a converging solution by combining component-based routing with file system routing.
Understanding React’s Fiber Architecture
React Advanced 2022React Advanced 2022
29 min
Understanding React’s Fiber Architecture
Top Content
This Talk explores React's internal jargon, specifically fiber, which is an internal unit of work for rendering and committing. Fibers facilitate efficient updates to elements and play a crucial role in the reconciliation process. The work loop, complete work, and commit phase are essential steps in the rendering process. Understanding React's internals can help with optimizing code and pull request reviews. React 18 introduces the work loop sync and async functions for concurrent features and prioritization. Fiber brings benefits like async rendering and the ability to discard work-in-progress trees, improving user experience.
Full Stack Components
Remix Conf Europe 2022Remix Conf Europe 2022
37 min
Full Stack Components
Top Content
RemixConf EU discussed full stack components and their benefits, such as marrying the backend and UI in the same file. The talk demonstrated the implementation of a combo box with search functionality using Remix and the Downshift library. It also highlighted the ease of creating resource routes in Remix and the importance of code organization and maintainability in full stack components. The speaker expressed gratitude towards the audience and discussed the future of Remix, including its acquisition by Shopify and the potential for collaboration with Hydrogen.
Debugging JS
React Summit 2023React Summit 2023
24 min
Debugging JS
Top Content
Watch video: Debugging JS
Debugging JavaScript is a crucial skill that is often overlooked in the industry. It is important to understand the problem, reproduce the issue, and identify the root cause. Having a variety of debugging tools and techniques, such as console methods and graphical debuggers, is beneficial. Replay is a time-traveling debugger for JavaScript that allows users to record and inspect bugs. It works with Redux, plain React, and even minified code with the help of source maps.
Making JavaScript on WebAssembly Fast
JSNation Live 2021JSNation Live 2021
29 min
Making JavaScript on WebAssembly Fast
Top Content
WebAssembly enables optimizing JavaScript performance for different environments by deploying the JavaScript engine as a portable WebAssembly module. By making JavaScript on WebAssembly fast, instances can be created for each request, reducing latency and security risks. Initialization and runtime phases can be improved with tools like Wiser and snapshotting, resulting in faster startup times. Optimizing JavaScript performance in WebAssembly can be achieved through techniques like ahead-of-time compilation and inline caching. WebAssembly usage is growing outside the web, offering benefits like isolation and portability. Build sizes and snapshotting in WebAssembly depend on the application, and more information can be found on the Mozilla Hacks website and Bike Reliance site.

Workshops on related topic

Master JavaScript Patterns
JSNation 2024JSNation 2024
145 min
Master JavaScript Patterns
Top Content
Featured Workshop
Adrian Hajdin
Adrian Hajdin
During this workshop, participants will review the essential JavaScript patterns that every developer should know. Through hands-on exercises, real-world examples, and interactive discussions, attendees will deepen their understanding of best practices for organizing code, solving common challenges, and designing scalable architectures. By the end of the workshop, participants will gain newfound confidence in their ability to write high-quality JavaScript code that stands the test of time.
Points Covered:
1. Introduction to JavaScript Patterns2. Foundational Patterns3. Object Creation Patterns4. Behavioral Patterns5. Architectural Patterns6. Hands-On Exercises and Case Studies
How It Will Help Developers:
- Gain a deep understanding of JavaScript patterns and their applications in real-world scenarios- Learn best practices for organizing code, solving common challenges, and designing scalable architectures- Enhance problem-solving skills and code readability- Improve collaboration and communication within development teams- Accelerate career growth and opportunities for advancement in the software industry
AI on Demand: Serverless AI
DevOps.js Conf 2024DevOps.js Conf 2024
163 min
AI on Demand: Serverless AI
Top Content
Featured WorkshopFree
Nathan Disidore
Nathan Disidore
In this workshop, we discuss the merits of serverless architecture and how it can be applied to the AI space. We'll explore options around building serverless RAG applications for a more lambda-esque approach to AI. Next, we'll get hands on and build a sample CRUD app that allows you to store information and query it using an LLM with Workers AI, Vectorize, D1, and Cloudflare Workers.
Make a Game With PlayCanvas in 2 Hours
JSNation 2023JSNation 2023
116 min
Make a Game With PlayCanvas in 2 Hours
Top Content
Featured WorkshopFree
Steven Yau
Steven Yau
In this workshop, we’ll build a game using the PlayCanvas WebGL engine from start to finish. From development to publishing, we’ll cover the most crucial features such as scripting, UI creation and much more.
Table of the content:- Introduction- Intro to PlayCanvas- What we will be building- Adding a character model and animation- Making the character move with scripts- 'Fake' running- Adding obstacles- Detecting collisions- Adding a score counter- Game over and restarting- Wrap up!- Questions
Workshop levelFamiliarity with game engines and game development aspects is recommended, but not required.
Integrating LangChain with JavaScript for Web Developers
React Summit 2024React Summit 2024
92 min
Integrating LangChain with JavaScript for Web Developers
Featured Workshop
Vivek Nayyar
Vivek Nayyar
Dive into the world of AI with our interactive workshop designed specifically for web developers. "Hands-On AI: Integrating LangChain with JavaScript for Web Developers" offers a unique opportunity to bridge the gap between AI and web development. Despite the prominence of Python in AI development, the vast potential of JavaScript remains largely untapped. This workshop aims to change that.Throughout this hands-on session, participants will learn how to leverage LangChain—a tool designed to make large language models more accessible and useful—to build dynamic AI agents directly within JavaScript environments. This approach opens up new possibilities for enhancing web applications with intelligent features, from automated customer support to content generation and beyond.We'll start with the basics of LangChain and AI models, ensuring a solid foundation even for those new to AI. From there, we'll dive into practical exercises that demonstrate how to integrate these technologies into real-world JavaScript projects. Participants will work through examples, facing and overcoming the challenges of making AI work seamlessly on the web.This workshop is more than just a learning experience; it's a chance to be at the forefront of an emerging field. By the end, attendees will not only have gained valuable skills but also created AI-enhanced features they can take back to their projects or workplaces.Whether you're a seasoned web developer curious about AI or looking to expand your skillset into new and exciting areas, "Hands-On AI: Integrating LangChain with JavaScript for Web Developers" is your gateway to the future of web development. Join us to unlock the potential of AI in your web projects, making them smarter, more interactive, and more engaging for users.
Using CodeMirror to Build a JavaScript Editor with Linting and AutoComplete
React Day Berlin 2022React Day Berlin 2022
86 min
Using CodeMirror to Build a JavaScript Editor with Linting and AutoComplete
Top Content
WorkshopFree
Hussien Khayoon
Kahvi Patel
2 authors
Using a library might seem easy at first glance, but how do you choose the right library? How do you upgrade an existing one? And how do you wade through the documentation to find what you want?
In this workshop, we’ll discuss all these finer points while going through a general example of building a code editor using CodeMirror in React. All while sharing some of the nuances our team learned about using this library and some problems we encountered.
PlayCanvas End-to-End : the quick version
JS GameDev Summit 2022JS GameDev Summit 2022
121 min
PlayCanvas End-to-End : the quick version
Top Content
WorkshopFree
João Ruschel
João Ruschel
In this workshop, we’ll build a complete game using the PlayCanvas engine while learning the best practices for project management. From development to publishing, we’ll cover the most crucial features such as asset management, scripting, audio, debugging, and much more.