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    davila7

    web-games

    davila7/web-games
    Design
    19,892
    12 installs

    About

    SKILL.md

    Install

    Install via Skills CLI

    or add to your agent
    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
    • Amp
      Amp
    • GitHub Copilot
      GitHub Copilot
    • Gemini CLI
      Gemini CLI
    • Kilo Code
      Kilo Code
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    • Replit
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    • Windsurf
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    • Cline
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    • Continue
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      OpenCode
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    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    ├─
    ├─
    └─

    About

    Web browser game development principles. Framework selection, WebGPU, optimization, PWA.

    SKILL.md

    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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    Repository
    davila7/claude-code-templates
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