web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Best use case
web-games is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "web-games" skill to help with this workflow task. Context: Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/web-games/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How web-games Compares
| Feature / Agent | web-games | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Web Browser Game Development
> Framework selection and browser-specific principles.
---
## 1. Framework Selection
### Decision Tree
```
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser
│ └── Raw rendering power? → PixiJS
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
└── Hybrid / Canvas
└── Custom → Raw Canvas/WebGL
```
### Comparison (2025)
| Framework | Type | Best For |
|-----------|------|----------|
| **Phaser 4** | 2D | Full game features |
| **PixiJS 8** | 2D | Rendering, UI |
| **Three.js** | 3D | Visualizations, lightweight |
| **Babylon.js 7** | 3D | Full engine, XR |
---
## 2. WebGPU Adoption
### Browser Support (2025)
| Browser | Support |
|---------|---------|
| Chrome | ✅ Since v113 |
| Edge | ✅ Since v113 |
| Firefox | ✅ Since v131 |
| Safari | ✅ Since 18.0 |
| **Total** | **~73%** global |
### Decision
- **New projects**: Use WebGPU with WebGL fallback
- **Legacy support**: Start with WebGL
- **Feature detection**: Check `navigator.gpu`
---
## 3. Performance Principles
### Browser Constraints
| Constraint | Strategy |
|------------|----------|
| No local file access | Asset bundling, CDN |
| Tab throttling | Pause when hidden |
| Mobile data limits | Compress assets |
| Audio autoplay | Require user interaction |
### Optimization Priority
1. **Asset compression** - KTX2, Draco, WebP
2. **Lazy loading** - Load on demand
3. **Object pooling** - Avoid GC
4. **Draw call batching** - Reduce state changes
5. **Web Workers** - Offload heavy computation
---
## 4. Asset Strategy
### Compression Formats
| Type | Format |
|------|--------|
| Textures | KTX2 + Basis Universal |
| Audio | WebM/Opus (fallback: MP3) |
| 3D Models | glTF + Draco/Meshopt |
### Loading Strategy
| Phase | Load |
|-------|------|
| Startup | Core assets, <2MB |
| Gameplay | Stream on demand |
| Background | Prefetch next level |
---
## 5. PWA for Games
### Benefits
- Offline play
- Install to home screen
- Full screen mode
- Push notifications
### Requirements
- Service worker for caching
- Web app manifest
- HTTPS
---
## 6. Audio Handling
### Browser Requirements
- Audio context requires user interaction
- Create AudioContext on first click/tap
- Resume context if suspended
### Best Practices
- Use Web Audio API
- Pool audio sources
- Preload common sounds
- Compress with WebM/Opus
---
## 7. Anti-Patterns
| ❌ Don't | ✅ Do |
|----------|-------|
| Load all assets upfront | Progressive loading |
| Ignore tab visibility | Pause when hidden |
| Block on audio load | Lazy load audio |
| Skip compression | Compress everything |
| Assume fast connection | Handle slow networks |
---
> **Remember:** Browser is the most accessible platform. Respect its constraints.Related Skills
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