Why Use This
This skill provides specialized capabilities for vudovn's codebase.
Use Cases
- Developing new features in the vudovn repository
- Refactoring existing code to follow vudovn standards
- Understanding and working with vudovn's codebase structure
Install Guide
2 steps - 1
- 2
Install inside Ananke
Click Install Skill, paste the link below, then press Install.
https://github.com/vudovn/antigravity-kit/tree/main/.agent/skills/game-development/web-games
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Source & Community
Updated At Jan 20, 2026, 08:09 AM
Skill Stats
SKILL.md 151 Lines
Total Files 1
Total Size 3.0 KB
License MIT
---
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.