# Babylon.js + TypeScript + Vite
URL: https://wwadd.dev/stacks/babylonjs-typescript-vite
Last verified: 2026-09-30

A code-first browser 3D workflow with engine-level scene, camera, material, and asset systems; build and ship a measured web bundle.

## When to use it
- The product is a browser-first 3D game or visualization
- The team wants an engine API while keeping a code-first workflow
- Loading time and mobile browser performance have explicit budgets

## How the pieces fit
Babylon.js owns the scene and rendering systems; TypeScript defines gameplay and asset contracts; Vite builds the application. Keep scene lifecycle, UI, and game state separate. Load assets deliberately, dispose unused resources, and test input and rendering on actual mobile browsers. Choose physics and multiplayer separately and validate their compatibility; an engine does not supply an authoritative game server.

## The tech and its role
- Babylon.js: Scene, camera, materials, assets, and rendering
- TypeScript: Gameplay and application contracts
- Vite: Development and production bundling

## Real-world examples
- Space Pirates: An official Babylon.js game demo. Engine example; its historical engine version is not a current template or proof of this exact build tooling. (source: https://github.com/BabylonJS/SpacePirates)
- Summer Festival: An official tutorial project illustrating a Babylon.js game. Learning example, not evidence of production hosting or multiplayer architecture. (source: https://github.com/BabylonJS/SummerFestival)

## Skip if
Skip if native console distribution is the primary target, or the team requires a visual editor as its main authoring workflow.

