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    <title>DEV Community: Cliff</title>
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      <title>Building a Browser-Based Boggle Game with Astro and Vue 3</title>
      <dc:creator>Cliff</dc:creator>
      <pubDate>Sat, 26 Sep 2026 23:29:23 +0000</pubDate>
      <link>https://dev.to/cliffwang/building-a-browser-based-boggle-game-with-astro-and-vue-3-1m6l</link>
      <guid>https://dev.to/cliffwang/building-a-browser-based-boggle-game-with-astro-and-vue-3-1m6l</guid>
      <description>&lt;p&gt;Building a word game looks simple at first.&lt;/p&gt;

&lt;p&gt;A Boggle-style game seems to need only a letter grid, a word list, some input handling, and a score counter. But once the game needs to work well on both desktop and mobile, the implementation becomes a combination of UI state management, graph traversal, word validation, touch interaction, and performance optimization.&lt;/p&gt;

&lt;p&gt;I recently built a browser-based Boggle game using &lt;strong&gt;Astro and Vue 3&lt;/strong&gt;, and this article explains some of the engineering decisions behind it.&lt;/p&gt;

&lt;p&gt;The goal was not to build a large game engine. Instead, I wanted a lightweight architecture where Astro handles the website and content-oriented pages, while Vue manages the interactive game itself.&lt;/p&gt;

&lt;p&gt;The resulting project is &lt;a href="https://puzzle-boggle.com/" rel="noopener noreferrer"&gt;Puzzle Boggle&lt;/a&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why Astro + Vue 3?
&lt;/h2&gt;

&lt;p&gt;Astro is particularly interesting for projects that contain both static content and interactive applications.&lt;/p&gt;

&lt;p&gt;A word game website usually has two very different types of pages:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Content and informational pages&lt;/li&gt;
&lt;li&gt;Highly interactive game pages&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;A traditional SPA can handle the second problem well, but it can be unnecessarily heavy for the first one.&lt;/p&gt;

&lt;p&gt;Astro provides a useful separation between the two.&lt;/p&gt;

&lt;p&gt;The static parts of the site can be rendered by Astro, while Vue components can be introduced where interactive behavior is required.&lt;/p&gt;

&lt;p&gt;The basic architecture looks roughly like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Astro
│
├── Layout
├── SEO / Metadata
├── Content Pages
├── Game Pages
│
└── Vue
    ├── GameBoard
    ├── LetterTile
    ├── WordInput
    ├── ScorePanel
    └── GameResult
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The important idea is that &lt;strong&gt;not everything needs to become a Vue application&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Only the parts that actually need client-side state need to be hydrated.&lt;/p&gt;

&lt;h2&gt;
  
  
  Separating the Game UI From the Website
&lt;/h2&gt;

&lt;p&gt;One of the first architectural decisions was separating the website layer from the game layer.&lt;/p&gt;

&lt;p&gt;The Astro side is responsible for things such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;page structure&lt;/li&gt;
&lt;li&gt;navigation&lt;/li&gt;
&lt;li&gt;metadata&lt;/li&gt;
&lt;li&gt;informational content&lt;/li&gt;
&lt;li&gt;SEO&lt;/li&gt;
&lt;li&gt;static layouts&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Vue is responsible for:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;current game state&lt;/li&gt;
&lt;li&gt;selected letters&lt;/li&gt;
&lt;li&gt;user input&lt;/li&gt;
&lt;li&gt;word validation&lt;/li&gt;
&lt;li&gt;scoring&lt;/li&gt;
&lt;li&gt;timers&lt;/li&gt;
&lt;li&gt;animations&lt;/li&gt;
&lt;li&gt;game completion&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This separation makes the project easier to reason about.&lt;/p&gt;

&lt;p&gt;The game can behave like a small application inside a larger content-oriented website.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;src/
├── components/
│   ├── GameBoard.vue
│   ├── LetterTile.vue
│   ├── ScorePanel.vue
│   └── GameResult.vue
│
├── composables/
│   ├── useGame.ts
│   ├── useBoard.ts
│   └── useTimer.ts
│
├── data/
│   ├── dictionaries/
│   └── puzzles/
│
├── pages/
│   ├── index.astro
│   ├── daily-challenge/
│   └── boggle/
│
└── layouts/
    └── Layout.astro
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is not the only valid structure, but separating UI components, game logic, and data early makes the project much easier to maintain.&lt;/p&gt;

&lt;h2&gt;
  
  
  Modeling the Boggle Board
&lt;/h2&gt;

&lt;p&gt;The board can be represented as a two-dimensional array.&lt;/p&gt;

&lt;p&gt;For example, a 4 × 4 board can be represented as:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;board&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;T&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;R&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;A&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;P&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;E&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;S&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;I&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;N&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;L&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;O&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;G&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;D&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;M&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;E&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;T&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;A&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="p"&gt;]&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Each cell needs to contain more than just a letter during gameplay.&lt;/p&gt;

&lt;p&gt;A useful internal representation is:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kr"&gt;interface&lt;/span&gt; &lt;span class="nx"&gt;Cell&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="nl"&gt;row&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;
  &lt;span class="nx"&gt;col&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;number&lt;/span&gt;
  &lt;span class="nx"&gt;letter&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The row and column coordinates are important because Boggle is fundamentally a path-search problem.&lt;/p&gt;

&lt;p&gt;A player is not simply selecting letters.&lt;/p&gt;

&lt;p&gt;They are creating a path through adjacent cells.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Core Gameplay Problem Is a Graph Traversal
&lt;/h2&gt;

&lt;p&gt;This is probably the most interesting part of implementing Boggle.&lt;/p&gt;

&lt;p&gt;Each letter tile can be considered a node in a graph.&lt;/p&gt;

&lt;p&gt;A tile can connect to its neighboring tiles:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;A B C
D E F
G H I
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;From &lt;code&gt;E&lt;/code&gt;, the player can potentially move to:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;A B C
D   F
G H I
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;That means the game board can be treated as a graph where each tile has up to eight neighbors.&lt;/p&gt;

&lt;p&gt;The eight possible directions are:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;directions&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;],&lt;/span&gt;
  &lt;span class="p"&gt;[&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;  &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
&lt;span class="p"&gt;]&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;When a player selects a tile, the game needs to determine whether the next tile is adjacent to the previous tile.&lt;/p&gt;

&lt;p&gt;A simple helper function can handle this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;isAdjacent&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Cell&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Cell&lt;/span&gt;
&lt;span class="p"&gt;):&lt;/span&gt; &lt;span class="nx"&gt;boolean&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;rowDistance&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;row&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;row&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;colDistance&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nb"&gt;Math&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;abs&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;a&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;col&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt; &lt;span class="nx"&gt;b&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;col&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

  &lt;span class="k"&gt;return &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nx"&gt;rowDistance&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
    &lt;span class="nx"&gt;colDistance&lt;/span&gt; &lt;span class="o"&gt;&amp;lt;=&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt;
    &lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;rowDistance&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt; &lt;span class="o"&gt;&amp;amp;&amp;amp;&lt;/span&gt; &lt;span class="nx"&gt;colDistance&lt;/span&gt; &lt;span class="o"&gt;===&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The next important rule is that the same tile cannot normally be used twice in the same word.&lt;/p&gt;

&lt;p&gt;So the game state needs to maintain the path:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;selectedCells&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;Cell&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;([])&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;When the player selects a new tile, the game checks:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Is this tile adjacent to the previous tile?&lt;/li&gt;
&lt;li&gt;Has this tile already been selected?&lt;/li&gt;
&lt;li&gt;If valid, add it to the current path.&lt;/li&gt;
&lt;li&gt;Otherwise reject the selection.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;These rules become especially important on mobile devices where users interact with the board using touch rather than a mouse.&lt;/p&gt;

&lt;h2&gt;
  
  
  Using Vue 3 Composition API
&lt;/h2&gt;

&lt;p&gt;Vue 3's Composition API is a good fit for this type of game because game logic can be separated into reusable composables.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;score&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;currentWord&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;''&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;selectedCells&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="nx"&gt;Cell&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;([])&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;foundWords&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;ref&lt;/span&gt;&lt;span class="o"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt;&lt;span class="o"&gt;&amp;gt;&lt;/span&gt;&lt;span class="p"&gt;([])&lt;/span&gt;
&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;gameOver&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;ref&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kc"&gt;false&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then the logic can be organized into functions:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;selectCell&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cell&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="nx"&gt;Cell&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nf"&gt;canSelect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cell&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nx"&gt;selectedCells&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;cell&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="nx"&gt;currentWord&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nx"&gt;cell&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;letter&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;And:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;submitWord&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;word&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nx"&gt;currentWord&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;toLowerCase&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;

  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="o"&gt;!&lt;/span&gt;&lt;span class="nf"&gt;isValidWord&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;resetSelection&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="k"&gt;if &lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;foundWords&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;includes&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="nf"&gt;resetSelection&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt;
  &lt;span class="p"&gt;}&lt;/span&gt;

  &lt;span class="nx"&gt;foundWords&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;push&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
  &lt;span class="nx"&gt;score&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nx"&gt;value&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="nf"&gt;calculateScore&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

  &lt;span class="nf"&gt;resetSelection&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This is one of the reasons I prefer Composition API for interactive game components.&lt;/p&gt;

&lt;p&gt;The state and behavior can stay close together without forcing the entire game into one huge component.&lt;/p&gt;

&lt;h2&gt;
  
  
  Word Validation Is a Separate Problem
&lt;/h2&gt;

&lt;p&gt;The board traversal algorithm and the dictionary system should not be tightly coupled.&lt;/p&gt;

&lt;p&gt;These are two different problems:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Can the player create this sequence of letters?
                    ↓
              currentWord

                    ↓

Is this sequence a valid word?
                    ↓
               dictionary
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Keeping them separate makes the game easier to modify.&lt;/p&gt;

&lt;p&gt;For example, the dictionary can be loaded into a &lt;code&gt;Set&lt;/code&gt;:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;dictionary&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nc"&gt;Set&lt;/span&gt;&lt;span class="p"&gt;([&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;apple&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;orange&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;stone&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;game&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;
&lt;span class="p"&gt;])&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then validation becomes very fast:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;function&lt;/span&gt; &lt;span class="nf"&gt;isValidWord&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="kr"&gt;string&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="nx"&gt;dictionary&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;has&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;word&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;In a real game, the dictionary is obviously much larger.&lt;/p&gt;

&lt;p&gt;One of the interesting engineering challenges is therefore not simply "finding words", but deciding how much dictionary data should be loaded into the browser.&lt;/p&gt;

&lt;h2&gt;
  
  
  Client-Side vs Server-Side Validation
&lt;/h2&gt;

&lt;p&gt;For a casual browser word game, client-side validation can be extremely fast.&lt;/p&gt;

&lt;p&gt;The flow can be:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Player
  ↓
Select tiles
  ↓
Build word
  ↓
Check dictionary
  ↓
Calculate score
  ↓
Update UI
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This avoids sending a network request every time the player submits a word.&lt;/p&gt;

&lt;p&gt;For a competitive game, however, there is another consideration.&lt;/p&gt;

&lt;p&gt;If the client is responsible for everything, a technically sophisticated player can potentially manipulate the game state.&lt;/p&gt;

&lt;p&gt;For a casual game this may be acceptable.&lt;/p&gt;

&lt;p&gt;For competitive scoring or leaderboards, important results should be verified on a server.&lt;/p&gt;

&lt;p&gt;That leads to a useful distinction:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Local gameplay
    ↓
Fast client-side validation

Competitive result
    ↓
Server-side verification
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This architecture also makes it easier to introduce daily challenges or leaderboards later.&lt;/p&gt;

&lt;h2&gt;
  
  
  Generating Interesting Boards
&lt;/h2&gt;

&lt;p&gt;Random letters do not necessarily produce an interesting Boggle board.&lt;/p&gt;

&lt;p&gt;A completely random board can generate too many impossible combinations or produce boards with very few playable words.&lt;/p&gt;

&lt;p&gt;A better approach is to treat board generation as a constrained problem.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Random letters
      ↓
Generate candidate board
      ↓
Evaluate board
      ↓
Check word count
      ↓
Check difficulty
      ↓
Accept / regenerate
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The board generator can evaluate a candidate board using a dictionary and estimate how many valid words are available.&lt;/p&gt;

&lt;p&gt;This creates an interesting separation between:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Board generation&lt;/li&gt;
&lt;li&gt;Word discovery&lt;/li&gt;
&lt;li&gt;Difficulty evaluation&lt;/li&gt;
&lt;li&gt;Gameplay&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;A deterministic seed can also be useful.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="nf"&gt;generateBoard&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;If the same seed produces the same board, a daily puzzle can be reproduced consistently.&lt;/p&gt;

&lt;p&gt;This is useful for a daily challenge system because every player can receive the same puzzle.&lt;/p&gt;

&lt;h2&gt;
  
  
  Designing a Daily Challenge
&lt;/h2&gt;

&lt;p&gt;A daily puzzle introduces another interesting engineering problem.&lt;/p&gt;

&lt;p&gt;The simplest model is:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;date
  ↓
deterministic seed
  ↓
board generator
  ↓
daily board
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight typescript"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;seed&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;createDailySeed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="s1"&gt;2026-09-26&lt;/span&gt;&lt;span class="dl"&gt;'&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;

&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="nx"&gt;board&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;generateBoard&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nx"&gt;seed&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The server does not necessarily need to store every generated board if the generation algorithm is deterministic.&lt;/p&gt;

&lt;p&gt;Instead, the date can act as the source of the seed.&lt;/p&gt;

&lt;p&gt;This can significantly simplify the data model.&lt;/p&gt;

&lt;p&gt;The same concept can also be used for:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;daily Sudoku&lt;/li&gt;
&lt;li&gt;daily Wordle-style games&lt;/li&gt;
&lt;li&gt;daily crossword puzzles&lt;/li&gt;
&lt;li&gt;daily logic puzzles&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Mobile Interaction Is Harder Than Desktop Interaction
&lt;/h2&gt;

&lt;p&gt;A desktop implementation can start with:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;mousedown
mousemove
mouseup
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;But mobile users interact with their fingers.&lt;/p&gt;

&lt;p&gt;That introduces several issues:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Finger size is much larger than a mouse cursor.&lt;/li&gt;
&lt;li&gt;The finger can obscure the selected tile.&lt;/li&gt;
&lt;li&gt;Touch movement can accidentally trigger page scrolling.&lt;/li&gt;
&lt;li&gt;Rapid movement between tiles needs to feel responsive.&lt;/li&gt;
&lt;li&gt;The selection path needs clear visual feedback.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The interaction therefore needs to be designed around touch from the beginning rather than treating mobile as an afterthought.&lt;/p&gt;

&lt;p&gt;A good Boggle interface should make the current path visually obvious.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;[ T ][ R ][ A ][ P ]
       \   \
        [ E ][ S ]
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The exact visual design can vary, but the user should immediately understand:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;which tiles are selected&lt;/li&gt;
&lt;li&gt;what word is being formed&lt;/li&gt;
&lt;li&gt;where the path started&lt;/li&gt;
&lt;li&gt;what happens when the finger moves&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Keeping the Vue Component Manageable
&lt;/h2&gt;

&lt;p&gt;One mistake I wanted to avoid was putting everything inside &lt;code&gt;GameBoard.vue&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;A game board can quickly become responsible for:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;Board rendering
Touch events
Mouse events
Word validation
Scoring
Timer
Animations
Game state
Statistics
API calls
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;That becomes difficult to maintain.&lt;/p&gt;

&lt;p&gt;Instead, I prefer smaller responsibilities.&lt;/p&gt;

&lt;p&gt;For example:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;GameBoard.vue
    ↓
useGame()
    ↓
useBoard()
    ↓
useWordValidation()
    ↓
useScore()
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The components handle presentation while composables handle stateful behavior.&lt;/p&gt;

&lt;p&gt;This is especially useful when the same game logic needs to be reused by different interfaces.&lt;/p&gt;

&lt;h2&gt;
  
  
  Astro Handles the Site, Vue Handles the Game
&lt;/h2&gt;

&lt;p&gt;The final architecture can be summarized as:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;                    Astro
                      │
          ┌───────────┼───────────┐
          │           │           │
       Content      SEO        Routing
          │                       │
          └───────────┬───────────┘
                      │
                  Vue Island
                      │
              ┌───────┴────────┐
              │                │
          Game Board        Game State
              │                │
        Touch / Mouse       Composables
              │                │
              └───────┬────────┘
                      │
                 Word Engine
                      │
              ┌───────┴────────┐
              │                │
          Dictionary       Board Logic
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;This architecture keeps the interactive portion focused while allowing the rest of the website to remain lightweight.&lt;/p&gt;

&lt;p&gt;It also leaves room for future features without turning the entire website into a monolithic JavaScript application.&lt;/p&gt;

&lt;h2&gt;
  
  
  What I Learned From Building It
&lt;/h2&gt;

&lt;p&gt;The biggest lesson is that a simple word game is actually several different engineering problems combined together.&lt;/p&gt;

&lt;p&gt;The core gameplay requires:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;Grid modeling&lt;/li&gt;
&lt;li&gt;Graph traversal&lt;/li&gt;
&lt;li&gt;Path validation&lt;/li&gt;
&lt;li&gt;Dictionary lookup&lt;/li&gt;
&lt;li&gt;Scoring&lt;/li&gt;
&lt;li&gt;State management&lt;/li&gt;
&lt;li&gt;Touch interaction&lt;/li&gt;
&lt;li&gt;Board generation&lt;/li&gt;
&lt;li&gt;Difficulty balancing&lt;/li&gt;
&lt;li&gt;Performance considerations&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;The technology stack is only part of the problem.&lt;/p&gt;

&lt;p&gt;The more interesting challenge is finding clean boundaries between these systems.&lt;/p&gt;

&lt;p&gt;Astro works well for the website layer because it allows the application to contain static and interactive parts without forcing everything to become a client-side application.&lt;/p&gt;

&lt;p&gt;Vue 3 works well for the game layer because reactive state and composable logic map naturally to gameplay.&lt;/p&gt;

&lt;p&gt;And the Boggle rules themselves provide a surprisingly interesting algorithmic problem.&lt;/p&gt;

&lt;h2&gt;
  
  
  A Small Game Is a Good Engineering Exercise
&lt;/h2&gt;

&lt;p&gt;One reason I enjoy building browser games is that they force you to think about both software architecture and user experience.&lt;/p&gt;

&lt;p&gt;A Boggle board is small.&lt;/p&gt;

&lt;p&gt;The number of rules is small.&lt;/p&gt;

&lt;p&gt;The interface is small.&lt;/p&gt;

&lt;p&gt;But implementing it well requires thinking about algorithms, state, input devices, performance, accessibility, and product design at the same time.&lt;/p&gt;

&lt;p&gt;That's what makes these projects useful engineering exercises.&lt;/p&gt;

&lt;p&gt;If you'd like to see the result, I've published the browser version as &lt;a href="https://puzzle-boggle.com/" rel="noopener noreferrer"&gt;Puzzle Boggle&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The project is still evolving, but building it has been a useful way to explore how Astro and Vue 3 can work together for a small, interactive web application.&lt;/p&gt;

&lt;p&gt;I hope some of these architectural ideas are useful for anyone building a browser game or another interactive application with Astro and Vue.&lt;/p&gt;

</description>
      <category>astro</category>
      <category>vue</category>
      <category>javascript</category>
      <category>webdev</category>
    </item>
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