web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
$ Installieren
git clone https://github.com/xenitV1/claude-code-maestro /tmp/claude-code-maestro && cp -r /tmp/claude-code-maestro/skills/game-development/web-games ~/.claude/skills/claude-code-maestro// tip: Run this command in your terminal to install the skill
SKILL.md
name: web-games description: Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Web Browser Game Development
Framework selection and browser-specific principles.
1. Framework Selection
Decision Tree
What type of game?
â
âââ 2D Game
â âââ Full game engine features? â Phaser
â âââ Raw rendering power? â PixiJS
â
âââ 3D Game
â âââ Full engine (physics, XR)? â Babylon.js
â âââ Rendering focused? â Three.js
â
âââ Hybrid / Canvas
âââ Custom â 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 | â Since v113 |
| Edge | â Since v113 |
| Firefox | â Since v131 |
| Safari | â 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
| â Don't | â 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.
Repository

xenitV1
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xenitV1/claude-code-maestro/skills/game-development/web-games
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Updated3d ago
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