web-game-foundations
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npx mdskill add openai/plugins/web-game-foundationsEstablishes browser-game architecture for engine choice, simulation boundaries, and asset organization before implementation.
- Helps with setting non-negotiable architecture to prevent degradation from mixed simulation, rendering, and input handling.
- Integrates with or depends on browser-based game engines and 3D asset formats like GLB or glTF 2.0.
- Decides recommendations based on user needs for boundaries, module shape, state ownership, or asset policy.
- Presents results by outlining architectural rules and handing off to runtime or asset specialist skills.
SKILL.md
.github/skills/web-game-foundationsView on GitHub ↗
--- name: web-game-foundations 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. --- # 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 `../../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: `../../references/engine-selection.md` - Phaser structure: `../../references/phaser-architecture.md` - Three.js structure: `../../references/three-webgl-architecture.md` - Three.js ecosystem stack: `../../references/threejs-stack.md` - React Three Fiber stack: `../../references/react-three-fiber-stack.md` - 3D asset shipping: `../../references/web-3d-asset-pipeline.md`
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