Next Steps
You have completed the MVT learn path. Here is where to go next depending on what you want to do.
Previous: Walkthrough
Deepen Your Understanding
The guide section covers advanced topics in any order. Each page is self-contained with stated prerequisites.
- Time Management - deltaMs, GSAP timelines, the advance-then-orchestrate pattern, and testing time-dependent models.
- Bindings in Depth - Optional bindings, reactive bindings, and access-pattern decision criteria.
- Change Detection - The Watch pattern, dirty checking, and when to use it.
- Model Composition - Building complex applications from model trees.
- View Composition - View hierarchies and multi-view projection from a single model.
- Presentation State - When and how views may hold internal animation state.
- Hot Paths - Performance rules for code that runs every tick.
Build Something
- Adding a Game - Step-by-step guide to creating a new game module and registering it with the cabinet.
- Testing - How to test models, views, and bindings.
Look Things Up
- Architecture Rules - Every MVT rule on one page, numbered and categorized.
- Style Guide - Naming, formatting, barrel files, and code conventions used in this repo.
- Glossary - All terms defined.
- Project Structure - Directory layout and module conventions.
Understand the Background
- Proven Patterns - How MVT connects to established, battle-tested patterns from game engines and UI frameworks.
- Reactivity Guide - Why MVT chose pull-based reactivity (watchers) over push-based alternatives (events, signals). Supplementary reading for those who want to understand the design decision.
For AI Agents
- Agent Orientation - Compressed reference and skills files for AI coding agents producing MVT code.