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
Part of vodailocz/kilo-kit-mcp — 142 skills

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

  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.

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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