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Tutorials

Tutorials are how most people actually learn IgnitionAI. They’re different from the How it works pages in one important way: a tutorial builds a working thing from scratch, one step at a time, with every file shown and every decision explained. You don’t need to jump around — you start at the top, follow the steps, and at the bottom you have a trained agent.

Available tutorials

TutorialDifficultyTimeTopic
GridWorld · Start hereBeginner~30 minBuild a custom TrainingEnv, train a DQN agent, watch it find the shortest path in a 7×7 grid.
CartPole: custom observationsBeginner+~25 minWhat the agent sees is what the agent can learn. Three obs variants, one lesson.
MountainCar: reward shapingIntermediate~30 minThe classic sparse-reward trap — watch DQN fail, then fix it with dense shaping.
CartPole 3D (R3F)Intermediate~40 minWire the Quickstart CartPole into a React Three Fiber scene with shadows and orbit controls.
Car CircuitAdvanced~60 minThe hero demo: oval track, non-trivial reward, chase cam, the lap-bonus bug you’ll write by accident.
Export to Unity (ONNX)Advanced~60 minThe full Train → Export → Convert → Deploy pipeline with Unity Sentis.
Drone Navigation (physics)Advanced~40 min + trainingThe flagship. Quadcopter with hand-rolled rigid-body physics, 6-DOF control, honest expectations about convergence, and the IgnitionAI philosophy section.

Suggested order

The tutorials are independently runnable, but there’s a natural progression:

  1. GridWorld → custom env basics, zero-config training
  2. CartPole observations → how observation design shapes learning
  3. MountainCar reward shaping → how reward design shapes learning
  4. CartPole 3D → your first R3F integration
  5. Car Circuit → the advanced 3D showcase
  6. Drone Navigation → real physics, 6-DOF control, friction vs difficulty
  7. Export to Unity → the deploy story, end-to-end

If you’re in a hurry, do GridWorld → CartPole 3D → Export to Unity. That’s the minimum viable path from “never heard of IgnitionAI” to “shipped a trained policy in a game engine.”

Prerequisites for every tutorial

Before starting any tutorial, make sure you have:

  • Node.js 20 or later.
  • A package managernpm, pnpm, or yarn all work; the tutorials use npm for the install commands.
  • A bundler that handles ES modules — Vite (recommended), Next.js, or Webpack 5. The tutorials use Vite.
  • Basic comfort with TypeScript. You don’t need to be an expert, but if class Foo implements Bar makes you panic, read a TypeScript crash course first.

You do not need:

  • Prior RL knowledge. The Algorithms pages cover the theory; the tutorials cover the practice.
  • A GPU. Everything runs in the browser on whatever WebGPU/WebGL your machine already has.
  • Python. At all. For anything. Except the one-time ONNX conversion step if you’re deploying outside the browser.

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