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@babylonjsmarket/create-arcade

v2.2.2

Published

Thin forwarder so `npm create @babylonjsmarket/arcade` runs the scaffolder shipped inside @babylonjsmarket/arcade.

Readme

@babylonjsmarket/create-arcade

A thin forwarder so npm create @babylonjsmarket/arcade keeps working — the scaffolder itself ships inside @babylonjsmarket/arcade and is invoked here as its init subcommand. It scaffolds a BabylonJS game project built on the @babylonjsmarket/ecs framework and the @babylonjsmarket/arcade component library.

Quick Start

npm create @babylonjsmarket/arcade@latest

Or with specific package managers:

# yarn
yarn create @babylonjsmarket/arcade

# pnpm
pnpm create @babylonjsmarket/arcade

# bun
bun create @babylonjsmarket/arcade

Usage

Interactive Mode

Run the create command and follow the prompts:

npm create @babylonjsmarket/arcade@latest

You'll be asked for:

  1. A project name.
  2. A package name (only when the project name isn't a valid package name).

There is no template selection — every scaffold produces the same default project (see below).

Command Line Options

# Create in a named directory
npm create @babylonjsmarket/arcade@latest my-game

# Create in the current directory
npm create @babylonjsmarket/arcade@latest .

# Overwrite an existing directory
npm create @babylonjsmarket/arcade@latest my-game --overwrite

One Default Scaffold

Every project starts as a data-driven multigame arcade: a carpeted room with a row of cabinets that you grow into a full arcade. Scenes are TypeScript modules that declare entities and their components by name; arcade lazy-imports each named component the first time it appears. Each cabinet can point a player at another scene registered in src/scenes/index.ts.

You don't pick a template up front. You start from this one project and pull in the code you actually need.

Adding Components

Two sources, both landing as editable source under src/components/<Name>/ and wired into src/registry.ts so your copy overrides the package's built-in one:

  • Bundled arcade libraryarcade eject <Name> copies components (and their dependencies) into your project, shadcn-style. arcade eject --all takes the whole library; --dry-run previews.
  • BabylonJS Market — download additional components (free or paid) from babylonjsmarket.com and drop them in the same way.

Project Structure

After scaffolding, your project will have:

my-game/
├── src/
│   ├── main.ts                 # Boot: BabylonAdapter → ArcadeGame → loadScene → start
│   ├── registry.ts             # Resolvers for HUD panels and custom components
│   └── scenes/
│       ├── index.ts            # The scene map (the multigame seam)
│       └── arcade-room.ts      # The starter room, as data
├── index.html
├── package.json
├── tsconfig.json
├── vite.config.js
├── eslint.config.js
└── README.md

What's Included

Every project comes with:

  • @babylonjsmarket/ecs — the ECS framework
  • @babylonjsmarket/arcade — the free component library + CLI
  • BabylonJS — 3D engine, loaders, and Havok physics
  • TypeScript — type-safe development
  • Vite — fast dev server and build
  • ESLint@babylonjsmarket/eslint-plugin framework rules

Development

cd my-game
npm install
npm run dev      # http://localhost:3000

Building for Production

npm run build    # outputs to dist/

Learn More

License

MIT © BabylonJS Market