Claude
Cursor
opencode
Skill
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
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Download
vodailocz-kilo-kit-mcp-skills_games_web-games-0448e6c.zip · 1 KB
Install
skills CLI
npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/web-games
Claude Code
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git
git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
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
- Asset compression - KTX2, Draco, WebP
- Lazy loading - Load on demand
- Object pooling - Avoid GC
- Draw call batching - Reduce state changes
- 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.
Files (kilo-kit-mcp)
-
SKILL.md 3 KB
--- name: web-games description: Web browser game development principles. Framework selection, WebGPU, optimization, PWA. allowed-tools: Read, Write, Edit, Glob, Grep --- # 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.
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