Turning Cocos Creator into a Tough Nut: Building a TypeScript Architecture Around a Game
summary
Covers using Cocos Creator (a TypeScript-based game engine) as an alternative to Unity3D, explains why the team chose Cocos, and identifies missing infrastructure for building full-featured games. Describes concrete architectural problems with Cocos Creator’s sparse documentation and presents the speaker’s TypeScript-based solutions and practices for structuring a robust game architecture.
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chapters (14)
- 0:00Introduction
- 3:14Why Cocos Creator for startup
- 9:18Cocos scenes challenges
- 12:12Dependency injection in TS
- 15:47Environment variables
- 18:16Remote config for designers
- 21:48Cocos event manager limits
- 23:54Backend tech choices
- 26:49Backend structure with npm
- 28:56Client-server data exchange
- 31:27Final Cocos architecture
- 32:31Code reuse across games
- 33:15Game demo on Cocos
- 34:19Conclusion & Q&A
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