Asteroid Journey

'Asteroids' as a proof of concept for ECS architecture (via FluidEngine)
A 2D, open world, space shooter revamp of Asteroids, written in TypeScript and powered by FluidEngine, my ECS engine.
Status
Draft
Created
15 AUG 2026
Updated
7 NOV 2026
Author
Del Elbanna
Contributing Model
Claude Opus
Collection
Projects
Word Count
108
Reading time
1 min (≈238 WPM)
game game-development simulation physics rigid-body-dynamics collision-detection spatial-partitioning ecs fluid-engine asteroid-journey typescript html-canvas

Computational resource demands scale substantially with simulation complexity. When I decided to indulge my interest in simulations by building a 2D simulation engine from scratch in TypeScript, I researched effective design patterns with these demands in consideration, and ECS (Entity Component System) architecture caught my fancy. I chose to build my simulation engine, FluidEngine, around it. Asteroid Journey became the proof-of-concept application I needed for better design decisions, a choice inspired by [1] Richard Lord's writings on ECS.

Asteroid Journey is not finished, and as a tinkering experiment, it was never meant to be. It is currently hosted at asteroids.playground.delbanna.com. The source code is public on GitHub at github.com/del-banna/AsteroidJourney.