Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Scanned 9/3/2026
Install to Claude Code
npx -y skills add Dicklesworthstone/pi_agent_rust --skill web-games --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Web Games?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/dicklesworthstone-web-games)More formats (shields.io, HTML) on the badges page.
---
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.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!