Setting Up a Data Driven Babylon.js Game with Vite and TypeScript
Ready to dive into the world of 3D game development with Babylon.js? Awesome! We'll get you up and running with a brand-new project using Vite for lightning-fast development, TypeScript for type safety, and of course, the powerful Babylon.js framework. We'll even set up a simple data structure to hold information about our game world.
Project Setup: A Breeze with Vite
First things first, let's create our project using Vite. Open your terminal and run:
npm create vite@latest my-babylon-game --template typescript
Replace "my-babylon-game" with your preferred project name. This command will create a new folder with all the basic project files.
Next, navigate into your new project directory:
cd my-babylon-game
Now, install the essential dependencies:
npm install babylonjs @babylonjs/core @babylonjs/loaders
Configuring Vite for TypeScript and Babylon.js
Open your vite.config.ts
file and update it to include Babylon.js:
import { defineConfig } from 'vite';
export default defineConfig({
root: './',
publicDir: 'public',
build: {
outDir: 'dist',
emptyOutDir: true,
},
server: {
host: true
}
});
Setting Up Your Scene Data
Let's create a "data" folder in the root of your project and add a scene.json
file inside it. This file will hold information about our game world. Here's a simple structure:
{
"entities": {
"World": {
"components": {
"Asset": {
"name": "World",
"path": "glbs/world.glb"
},
"World": {
"gravity": -9.81
}
}
},
"Player": {
"components": {
"Asset": {
"name": "Player",
"path": "glbs/player.glb"
},
"Player": {
"lives": 3,
"inputType": "keyboard"
},
"InputKeyboard": {
"keyMappings": {
"w": "forward",
"s": "backward",
"a": "left",
"d": "right",
" ": "spacebar",
"control": "control",
"shift": "shift",
"alt": "alt",
}
},
"Movement": {
"position": [0, 0, 0],
"walkingSpeed": 1,
"runningSpeed": 800,
"jumpingSpeed": 5,
"rotationSpeed": 50
},
}
}
}
Creating Your First Babylon.js Scene
Now, let's create a simple Babylon.js scene. Open your main.ts
file and replace its content with the following:
// File: main.ts
import { Engine } from "@babylonjs/core";
import { DD } from "./lib/DD";
import "@babylonjs/core/Debug/debugLayer"; // Import the debug layer
import "@babylonjs/inspector"; // Import the inspector
document.addEventListener("DOMContentLoaded", async () => {
// Ensure the DOM is fully loaded before attempting to access the canvas
const canvas = document.getElementById("renderCanvas") as HTMLCanvasElement; // Adjust the ID as needed
const engine = new Engine(canvas, true, {
deterministicLockstep: true,
lockstepMaxSteps: 4,
});
// Create the game instance and initialize the scene
const game = new DD(engine, "RPG");
const scene = game.sceneManager.currentScene;
window.addEventListener("keydown", (event) => {
if (event.key === "i") {
if (scene.debugLayer.isVisible()) {
scene.debugLayer.hide();
} else {
scene.debugLayer.show();
}
}
});
let lastTime = performance.now();
engine.runRenderLoop(() => {
// Calculate deltaTime in seconds
const now = performance.now();
const deltaTime = (now - lastTime) / 1000.0;
lastTime = now;
// Update game systems with deltaTime
// Assuming RPG class has a method to update all game systems
game.sceneManager.updateSystems(deltaTime);
if (scene.activeCamera) scene.render();
});
window.addEventListener("resize", () => {
engine.resize();
});
});
What's Next?
You now have a solid foundation for your Babylon.js game! Next steps? We'll load scene data from scene.json
, create entities, add components, and systems to bring your game world to life!