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X Openai Web Game Foundations 594990b

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Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.

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  • Added October 14, 2026
ai-agentstypescriptgoshellreactapiperformance

Works with

  • cli
  • api
  • mcp

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Scanned October 14, 2026

npx -y skills add Geruyang/agent-skills-library --skill x-openai-web-game-foundations-594990b --agent claude-code

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SKILL.md
---
name: x-openai-web-game-foundations-594990b
description: Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.
---

### 导出副本边界与技能别名

迁移、安装、修复和经验回写只作用于当前加载的目标宿主技能副本。原 Codex 技能/MCP、下载的源码和 `original-skills` 均为来源材料,不因执行本副本而写入;只有用户另行明确要求配置 Codex 产品本身时,才按该产品流程处理指定目标。脚本需要安装目录或状态目录时,显式提供目标路径;不得从 `CODEX_HOME` 隐式推断写入位置。

跨技能名称可能沿用源库别名。先查 [技能别名表](../../skill-aliases.json),优先选择同来源、同插件的条目,再使用其 `id` 调用或读取对应入口;不得假定旧 `$skill`、`superpowers:skill` 名称在新宿主直接注册。不能确定目标时先核对,不替换真实产品命令或 Shell 环境变量。

## 跨宿主使用约定

本副本供支持 Agent Skills 的客户端使用。先检查当前宿主实际提供的工具、权限和已连接服务,再执行正文工作流。原文中的宿主工具标识是能力参考;只有实际发现该工具时才可调用,其他宿主应使用经核验的等价 MCP、CLI 或 API。没有等价能力的步骤必须报告不可用,不能虚构调用或完成状态。

技能资源以本技能目录为基准;输出写入当前项目中用户指定的位置。通过技能名称或自然语言触发,具体快捷命令由宿主决定。涉及真实产品、模型 API、协议字段和官方网址的名称保持原意。授权、审批、隐私和工具范围限制在迁移后仍然有效;不得为兼容而扩大权限。具体依赖与迁移说明见同目录 `PORTABILITY.md`。

# Web Game Foundations

## Overview

Use this skill to establish the non-negotiable architecture before implementation starts. Browser games degrade quickly when simulation, rendering, UI, asset loading, and input handling are mixed together.

Default rule: simulation state is owned outside the renderer, browser UI is not forced into the canvas unless there is a clear reason, and shipped 3D assets default to GLB or glTF 2.0 rather than ad hoc model formats.

## Use This Skill When

- the user has not settled the engine or renderer choice
- the task is about boundaries, module shape, state ownership, or asset policy
- multiple specialist skills need one shared architectural frame

## Do Not Stay Here When

- the runtime track is clearly Phaser
- the runtime track is clearly vanilla Three.js
- the runtime track is clearly React Three Fiber
- the task is purely about shipped 3D assets

Once the stack is clear, hand off to the runtime or asset specialist skill.

## Architecture Rules

1. Separate simulation from rendering.
   - Simulation owns entities, turns, timers, collisions, progression, and saveable state.
   - The renderer owns scene composition, animation playback, camera, particles, and input plumbing.
2. Keep input mapping explicit.
   - Define actions such as `move`, `confirm`, `cancel`, `ability-1`, and `pause`.
   - Map physical inputs to actions in one place.
3. Treat asset loading as a first-class system.
   - Use stable manifest keys.
   - Group by domain: characters, environment, UI, audio, FX.
   - For 3D content, standardize on GLB or glTF 2.0 unless the chosen engine ecosystem requires another format upstream.
4. Define save/debug/perf boundaries up front.
   - Save serializable simulation state, not renderer objects.
   - Keep debug overlays and perf probes easy to toggle.
5. Use DOM overlays for menus and HUD by default.
   - Canvas or WebGL should handle the playfield.
   - DOM should handle text-heavy HUD, menus, settings, and accessibility-sensitive controls.
   - In 3D, keep the persistent UI budget small so the scene stays readable and interactive.
6. Lock 3D runtime conventions early.
   - Choose consistent units, origins, pivots, and naming conventions.
   - Decide how collision proxies, LODs, and baked lighting data are authored before runtime integration starts.

## Engine Selection

- Default to Phaser for 2D games with sprites, tilemaps, top-down or side-view action, turn-based grids, and classic browser arcade flows.
- Default to vanilla Three.js for explicit 3D scenes that want direct scene, camera, renderer, and loop control in plain TypeScript or Vite.
- Default to React Three Fiber when the 3D scene lives inside a React application and needs declarative composition, shared app state, or React-first UI coordination.
- Use raw WebGL only for shader-heavy or renderer-first projects where engine abstractions would get in the way.
- Keep Babylon.js and PlayCanvas as alternative-engine paths rather than the default code-generation target.

See `../../resources/plugins-6ebaff11/plugins/game-studio/references/engine-selection.md` for the default decision table.

## Implementation Checklist

Define these before writing core code:

- Player fantasy and primary verbs
- Core loop and loss or reset states
- Camera model
- Input action map
- Simulation modules
- Renderer modules
- Asset manifest layout
- 3D asset format and optimization rules
- HUD and menu surfaces
- Save data boundary
- Debug and perf surfaces

## Anti-Patterns

- Mixing gameplay rules directly into scene callbacks
- Treating the renderer as the source of truth for game state
- Putting all HUD and menu UI into the canvas by default
- Letting asset filenames become the public API instead of manifest keys
- Shipping unoptimized 3D assets straight from the DCC tool into the browser
- Mixing camera-control state and menu or modal state without an explicit input boundary
- Rebuilding architecture every time the game changes genre

## References

- Engine selection: `../../resources/plugins-6ebaff11/plugins/game-studio/references/engine-selection.md`
- Phaser structure: `../../resources/plugins-6ebaff11/plugins/game-studio/references/phaser-architecture.md`
- Three.js structure: `../../resources/plugins-6ebaff11/plugins/game-studio/references/three-webgl-architecture.md`
- Three.js ecosystem stack: `../../resources/plugins-6ebaff11/plugins/game-studio/references/threejs-stack.md`
- React Three Fiber stack: `../../resources/plugins-6ebaff11/plugins/game-studio/references/react-three-fiber-stack.md`
- 3D asset shipping: `../../resources/plugins-6ebaff11/plugins/game-studio/references/web-3d-asset-pipeline.md`

Files in this skill

  • PORTABILITY.md1 KB
  • SKILL.md6.6 KB
  • agents/openai.yaml233 B

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