Filter official and community learning material.
Showing all 38 records.
pathway · beginner · planned
Planned official pathway covering Game root and multi-world runtime, Versioned game manifest and world declarations, Scene and prefab schemas, parsing, and runtime loading, Typed input actions, devices, prompts, and rebinding, First-party PixiJS worlds and 2D authoring, Scene viewport, hierarchy, inspector, transforms, and prefabs, Project-scoped transactional history, VGAI command-line project and editor control, VGAI command-line validation and conformance, Project scaffolding and engine upgrade, Web build and Cloudflare/itch deployment, Current Learn/manual/capstone site.
pathway · beginner · planned
Planned official pathway covering Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Scene queries and validated scene diffs, Typed data assets and references, Three-dimensional Rapier physics, Two-dimensional Rapier/Pixi physics, Runtime and offline audio, Navigation mesh and crowd navigation, Scene cameras and deterministic camera ownership, Runtime asset cache, loaders, references, and registries, Debug draw, console bridge, and structured engine logging, Current Learn/manual/capstone site.
pathway · beginner · planned
Planned official pathway covering Direct Colyseus-authored multiplayer, P2P Colyseus-compatible runtime and Cloudflare relay, Current Learn/manual/capstone site.
pathway · beginner · planned
Planned official pathway covering Native XState animation state machines and blend trees, Masked and additive animation layers, Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration, Render settings, features, and automatic batching, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline, Scene cameras and deterministic camera ownership, Scene viewport, hierarchy, inspector, transforms, and prefabs, Project-scoped transactional history, Storybook story and XState inspection, Runtime performance panels and profiling, Local and online asset browsing, Deterministic cinematic simulation and rendering, Cloud asset manifest, quotas, and worker delivery, Project-defined editor tool contract, Current Learn/manual/capstone site.
pathway · beginner · planned
Planned official pathway covering React game state and selection hooks, Static Scene UI runtime, data binding, and styling, Visual React UI authoring and source write-back, Storybook story and XState inspection, Current Learn/manual/capstone site.
pathway · beginner · planned
Planned official pathway covering Game root and multi-world runtime, First-party PixiJS worlds and 2D authoring, Game, authoring, and system adapter seams, Existing-game ingestion for Three.js, PixiJS, and React DOM, Browser-first editor, storage backends, and hot reload, VGAI command-line project and editor control, VGAI command-line validation and conformance, Programmatic project, editor, play, and cinematic operations, Editor client SDK, Project scaffolding and engine upgrade, Web build and Cloudflare/itch deployment, Runtime asset cache, loaders, references, and registries, Debug draw, console bridge, and structured engine logging, Project-defined editor tool contract, Current engine and schema reference generation, Current Learn/manual/capstone site.
course · intermediate · planned
Planned official course covering Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Typed input actions, devices, prompts, and rebinding, Native XState animation state machines and blend trees, Masked and additive animation layers.
course · intermediate · planned
Planned official course covering Direct Colyseus-authored multiplayer, P2P Colyseus-compatible runtime and Cloudflare relay.
lesson · intermediate · planned
Planned official lesson covering Typed input actions, devices, prompts, and rebinding.
tutorial · beginner · planned
Planned official tutorial covering Game root and multi-world runtime, Versioned game manifest and world declarations, Scene queries and validated scene diffs, VGAI command-line validation and conformance.
challenge · intermediate · planned
Planned official challenge covering Typed input actions, devices, prompts, and rebinding.
template · beginner · planned
Planned official template covering Game root and multi-world runtime, Versioned game manifest and world declarations, Scene and prefab schemas, parsing, and runtime loading, Scene materials and material registry, Scene lighting, shadows, and environment, Game, authoring, and system adapter seams, Scene viewport, hierarchy, inspector, transforms, and prefabs, Browser-first editor, storage backends, and hot reload, VGAI command-line project and editor control, Project scaffolding and engine upgrade, Runtime asset cache, loaders, references, and registries.
template · beginner · planned
Planned official template covering Object3D-as-truth GameComponent model, Typed input actions, devices, prompts, and rebinding, Three-dimensional Rapier physics, Native XState animation state machines and blend trees.
template · beginner · planned
Planned official template covering Typed input actions, devices, prompts, and rebinding, Three-dimensional Rapier physics.
template · beginner · planned
Planned official template covering Typed input actions, devices, prompts, and rebinding.
template · beginner · planned
Planned official template covering Typed input actions, devices, prompts, and rebinding, Two-dimensional Rapier/Pixi physics, First-party PixiJS worlds and 2D authoring.
microgame · beginner · planned
Planned official microgame covering Three-dimensional Rapier physics, Runtime and offline audio, React game state and selection hooks, Direct Colyseus-authored multiplayer.
microgame · beginner · planned
Planned official microgame covering Two-dimensional Rapier/Pixi physics, Runtime and offline audio, React game state and selection hooks, First-party PixiJS worlds and 2D authoring.
sample-game · advanced · planned
Planned official sample-game covering Two-dimensional Rapier/Pixi physics, Runtime and offline audio, React game state and selection hooks, Static Scene UI runtime, data binding, and styling, First-party PixiJS worlds and 2D authoring.
feature-sample · advanced · planned
Planned official feature-sample covering Native XState animation state machines and blend trees, Masked and additive animation layers, Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration, Scene cameras and deterministic camera ownership, Storybook story and XState inspection.
feature-sample · advanced · planned
Planned official feature-sample covering Fixed-step game loop and ordered systems, Scene and prefab schemas, parsing, and runtime loading, Scene queries and validated scene diffs, Three-dimensional Rapier physics, Authored three-dimensional physics joints, Two-dimensional Rapier/Pixi physics, Navigation mesh and crowd navigation, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline, Static Scene UI runtime, data binding, and styling, Game, authoring, and system adapter seams, Existing-game ingestion for Three.js, PixiJS, and React DOM, Scene viewport, hierarchy, inspector, transforms, and prefabs, Project-scoped transactional history, Visual React UI authoring and source write-back, Local and online asset browsing, Programmatic project, editor, play, and cinematic operations, Editor client SDK, Debug draw, console bridge, and structured engine logging, Project-defined editor tool contract, Current engine and schema reference generation.
feature-sample · advanced · planned
Planned official feature-sample covering Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration, Render settings, features, and automatic batching, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Postprocessing pipeline, Runtime performance panels and profiling, Deterministic cinematic simulation and rendering.
recipe · intermediate · planned
Planned official recipe covering Game root and multi-world runtime, Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Game, authoring, and system adapter seams, Project-defined editor tool contract.
recipe · intermediate · planned
Planned official recipe covering Versioned game manifest and world declarations, Scene and prefab schemas, parsing, and runtime loading, Scene queries and validated scene diffs.
recipe · intermediate · planned
Planned official recipe covering Typed input actions, devices, prompts, and rebinding.
recipe · intermediate · planned
Planned official recipe covering Three-dimensional Rapier physics, Authored three-dimensional physics joints, Two-dimensional Rapier/Pixi physics.
recipe · intermediate · planned
Planned official recipe covering Native XState animation state machines and blend trees, Masked and additive animation layers, Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration.
recipe · intermediate · planned
Planned official recipe covering Navigation mesh and crowd navigation.
recipe · intermediate · planned
Planned official recipe covering Scene cameras and deterministic camera ownership.
recipe · intermediate · planned
Planned official recipe covering Render settings, features, and automatic batching, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline.
recipe · intermediate · planned
Planned official recipe covering Runtime and offline audio.
recipe · intermediate · planned
Planned official recipe covering React game state and selection hooks, Static Scene UI runtime, data binding, and styling, Visual React UI authoring and source write-back, Storybook story and XState inspection.
recipe · intermediate · planned
Planned official recipe covering Direct Colyseus-authored multiplayer, P2P Colyseus-compatible runtime and Cloudflare relay.
recipe · intermediate · planned
Planned official recipe covering Typed data assets and references.
recipe · intermediate · planned
Planned official recipe covering Project-scoped transactional history.
recipe · intermediate · planned
Planned official recipe covering Typed data assets and references, Existing-game ingestion for Three.js, PixiJS, and React DOM, Local and online asset browsing, Cloud asset manifest, quotas, and worker delivery, Runtime asset cache, loaders, references, and registries.
recipe · intermediate · planned
Planned official recipe covering Runtime performance panels and profiling, Browser-first editor, storage backends, and hot reload, VGAI command-line project and editor control, VGAI command-line validation and conformance, Programmatic project, editor, play, and cinematic operations, Editor client SDK, Project scaffolding and engine upgrade, Web build and Cloudflare/itch deployment, Deterministic cinematic simulation and rendering, Debug draw, console bridge, and structured engine logging.
community-project · intermediate · planned
A non-official fixture proving that community content remains visibly separate.