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    <title>DEV Community: Misha Mitiev</title>
    <description>The latest articles on DEV Community by Misha Mitiev (@sadhaka).</description>
    <link>https://dev.to/sadhaka</link>
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      <title>DEV Community: Misha Mitiev</title>
      <link>https://dev.to/sadhaka</link>
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      <title>Why I Built a High-Performance 2D/2.5D Engine in TypeScript (and Why I Ditched OOP)</title>
      <dc:creator>Misha Mitiev</dc:creator>
      <pubDate>Mon, 11 May 2026 04:51:11 +0000</pubDate>
      <link>https://dev.to/sadhaka/why-i-built-a-high-performance-2d25d-engine-in-typescript-and-why-i-ditched-oop-bm7</link>
      <guid>https://dev.to/sadhaka/why-i-built-a-high-performance-2d25d-engine-in-typescript-and-why-i-ditched-oop-bm7</guid>
      <description>&lt;p&gt;Hi everyone! 👋&lt;/p&gt;

&lt;p&gt;I’m Misha Mitiev, a solo developer. I’ve spent the last several months in the trenches of browser performance, and I joined this community to share the progress of Loom Engine (v1.7.6).&lt;/p&gt;

&lt;p&gt;Loom is a 2D/2.5D game engine built from scratch in TypeScript. It was born out of a specific need: I needed a deterministic, browser-first simulation engine to power TheWorldTable.ai.&lt;/p&gt;

&lt;p&gt;I quickly realized that traditional Object-Oriented Programming (OOP) in JavaScript wasn't going to cut it for the scale I wanted. Here is a look at the architecture choices that make Loom Engine tick.&lt;/p&gt;

&lt;p&gt;The Architecture: ECS + SoA&lt;br&gt;
Most engines use "Game Objects." Loom uses an Entity Component System (ECS) with a Structure-of-Arrays (SoA) memory layout.&lt;/p&gt;

&lt;p&gt;If you aren't familiar with the term, instead of having an array of "Player" objects, Loom stores data in flat TypedArrays.&lt;/p&gt;

&lt;p&gt;The Problem: Traditional objects are scattered across the heap, making the CPU work harder to find them (Cache Misses).&lt;/p&gt;

&lt;p&gt;The Loom Solution: By using SoA, I keep all "Position" data in one contiguous block of memory and all "Velocity" data in another. This makes iteration lightning-fast and extremely friendly to the browser's V8 engine.&lt;/p&gt;

&lt;p&gt;Why Determinism Matters&lt;br&gt;
Because Loom powers AI-driven simulations, I needed the engine to be 100% deterministic. This means that given the same input, the simulation must play out exactly the same way on every browser, every time. Achieving this in TypeScript required a strict SSE (Server-Sent Events) networking layer and a core loop that doesn't rely on variable frame rates.&lt;/p&gt;

&lt;p&gt;What I’m Solving Right Now:&lt;br&gt;
Zero-Allocation Loops: I'm currently hunting down every new keyword in my update loops to ensure the Garbage Collector never has a reason to pause the simulation.&lt;/p&gt;

&lt;p&gt;Custom WebGL2 Batching: I'm building a renderer that reads directly from the ECS buffers to draw thousands of entities in a single draw call.&lt;/p&gt;

&lt;p&gt;Why I'm Here&lt;br&gt;
I’m looking to connect with other engineers interested in Data-Oriented Design, low-level TypeScript optimizations, and the future of browser-based simulations.&lt;/p&gt;

&lt;p&gt;Building an engine from scratch is a massive undertaking, but seeing 100,000 entities move at a locked 60 FPS makes the "coordinate system nightmares" worth it. 😅&lt;/p&gt;

&lt;p&gt;The Mainframe UI runs on just 28 entities, but&lt;br&gt;
&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8nzll0aaez36jueqh1xj.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8nzll0aaez36jueqh1xj.jpg" alt=" " width="800" height="438"&gt;&lt;/a&gt; when the simulation kicks in, Loom scales to 100k without breaking a sweat.&lt;/p&gt;

&lt;p&gt;I'd love to hear from you: Have you ever experimented with ECS in the browser? What are your biggest hurdles when it comes to JS/TS performance?&lt;/p&gt;

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      <category>gamedev</category>
      <category>performance</category>
      <category>showdev</category>
      <category>typescript</category>
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