LeCodesdocs

Guide

Learn LeCodes by building. The guide starts with a ten-minute introduction — how the platform works and what makes a project different from a regular TypeScript codebase — then splits into tracks: pick the kind of app you want to build and follow its steps in order. Every step grows the same project and ends in a working state you can run right away.

Start here

Two short pages everyone should read, whatever you're going to build:

  1. Your first run — create a project, see it running in the editor, open it on your phone.
  2. Anatomy of a project — the handful of rules that make a LeCodes project different from ordinary TypeScript: globals instead of imports, the entry point, assets, the frame loop.

Pick your track

Three tracks, one per kind of app. They are independent — start with the one that matches what you want to make, come back for the others later.

UI app. Screens, styles, reactive state, lists that don't lag, navigation. You'll build a real multi-screen application — the track for tools, clients, and anything interface-first.

2D game. Sprites, the game loop, touch input, sprite animation, tilemaps, physics. You'll build a small game, one mechanic at a time.

3D scene. Meshes, materials, lighting, GLB models, camera control, picking, physics — and at the end, the same scene placed on your table in AR.

Note

The tracks are being written — steps light up in the sidebar as they land. "Start here", the CLI and LeCodes Design pages are ready now, and the API Reference already covers the whole SDK.

Going further

After a track: cross-cutting topics that apply to every kind of app — working with data and the network, developing locally with the lecodes CLI, designing screens in LeCodes Design, extending the runtime with plugins.

Guide vs API Reference

The two sections complement each other. The guide teaches by building — it shows the shortest good path and links out as it goes. The API Reference documents every global precisely: signatures, units, edge cases. When a guide page mentions UIScreen or setLoop, the reference is where the full contract lives.