acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance…
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
Claude Code
$ npx -y skills add sinhoneyy/master-skills --skill web-games --agent claude-code
Codex
$ npx skills add sinhoneyy/master-skills --skill web-games -a codex -y
Cursor
$ npx skills add sinhoneyy/master-skills --skill web-games -a cursor -y
Gemini CLI
$ npx skills add sinhoneyy/master-skills --skill web-games -a gemini-cli -y
GitHub Copilot
$ npx skills add sinhoneyy/master-skills --skill web-games -a github-copilot -y
OpenCode
$ npx skills add sinhoneyy/master-skills --skill web-games -a opencode -y
Windsurf
$ npx skills add sinhoneyy/master-skills --skill web-games -a windsurf -y
name: web-games description: "Web browser game development principles. Framework selection, WebGPU, optimization, PWA." risk: unknown source: community date_added: "2026-02-27"
> Framework selection and browser-specific principles.
---
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| 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 |
---
| Browser | Support | |---------|---------| | Chrome | ✅ Since v113 | | Edge | ✅ Since v113 | | Firefox | ✅ Since v131 | | Safari | ✅ Since 18.0 | | **Total** | **~73%** global |
---
| Constraint | Strategy | |------------|----------| | No local file access | Asset bundling, CDN | | Tab throttling | Pause when hidden | | Mobile data limits | Compress assets | | Audio autoplay | Require user interaction |
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
---
| Type | Format | |------|--------| | Textures | KTX2 + Basis Universal | | Audio | WebM/Opus (fallback: MP3) | | 3D Models | glTF + Draco/Meshopt |
| Phase | Load | |-------|------| | Startup | Core assets, <2MB | | Gameplay | Stream on demand | | Background | Prefetch next level |
---
---
---
| ❌ 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.
This skill is applicable to execute the workflow or actions described in the overview.
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