Big Tower Tiny Square Github ❲2024❳

BTTS is the perfect codebase for a junior developer. It is not a sprawling React monstrosity with 400 dependencies. It is a few hundred lines of tightly-written JavaScript. Want to learn how requestAnimationFrame works? Want to understand collision detection (AABB collision, specifically)? Want to see how to manage game state without a framework? Clone the repo. The answers are all there, visualized in real-time.

Go to the "Issues" tab on the main repo. Look for the closed ticket titled "Square feels floaty" . It has 87 replies. It discusses jump impulse, delta time, and sub-pixel rendering. This is a metaphor for every agile sprint meeting you will ever attend. big tower tiny square github

The most successful forks of BTTS aren't the ones with the best graphics; they are the ones with the clearest README.md . The repo that includes a diagram of the collision response vector is the repo that gets the stars. BTTS is the perfect codebase for a junior developer

Just watch out for the sawblade on Level 4. It’s a killer. Have you forked the tower? Share your best mod or death screenshot in the comments below. Want to learn how requestAnimationFrame works

It is a reminder that at the bottom of every towering monolith of code we build—every microservice, every database migration, every CI pipeline—there is just a tiny square trying to get from point A to point B without crashing.

If you have spent even a cursory amount of time on programming social media—specifically the chaotic corners of Twitter (X) or the front page of Hacker News—you have likely seen it. A single, impossibly tall tower. A minuscule, pixel-perfect square. And a challenge so deceptively simple that it has broken the spirits of veteran developers and delighted beginners in equal measure.

BTTS is the perfect codebase for a junior developer. It is not a sprawling React monstrosity with 400 dependencies. It is a few hundred lines of tightly-written JavaScript. Want to learn how requestAnimationFrame works? Want to understand collision detection (AABB collision, specifically)? Want to see how to manage game state without a framework? Clone the repo. The answers are all there, visualized in real-time.

Go to the "Issues" tab on the main repo. Look for the closed ticket titled "Square feels floaty" . It has 87 replies. It discusses jump impulse, delta time, and sub-pixel rendering. This is a metaphor for every agile sprint meeting you will ever attend.

The most successful forks of BTTS aren't the ones with the best graphics; they are the ones with the clearest README.md . The repo that includes a diagram of the collision response vector is the repo that gets the stars.

Just watch out for the sawblade on Level 4. It’s a killer. Have you forked the tower? Share your best mod or death screenshot in the comments below.

It is a reminder that at the bottom of every towering monolith of code we build—every microservice, every database migration, every CI pipeline—there is just a tiny square trying to get from point A to point B without crashing.

If you have spent even a cursory amount of time on programming social media—specifically the chaotic corners of Twitter (X) or the front page of Hacker News—you have likely seen it. A single, impossibly tall tower. A minuscule, pixel-perfect square. And a challenge so deceptively simple that it has broken the spirits of veteran developers and delighted beginners in equal measure.

You seem to be navigating from the United States or Canada.
Please continue your visit on our North American website.