web-games
Build Browser Games with WebGPU
Creating browser-based games requires understanding unique platform constraints. This skill provides framework selection guidance, WebGPU adoption strategies, and performance optimization techniques for building high-quality web games.
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A utilizar "web-games". What framework should I use for a 2D platformer?
Resultado esperado:
For a 2D platformer with full game features (physics, collisions, animations), use **Phaser 4**. It provides comprehensive game systems out of the box. If you need raw rendering performance without game logic, consider **PixiJS 8**.
A utilizar "web-games". How do I handle audio in browser games?
Resultado esperado:
Browser audio requires user interaction. Create AudioContext on first click/tap, not on page load. Use Web Audio API with pooled audio sources for performance. Compress audio with WebM/Opus format.
Auditoria de Segurança
SeguroStatic analysis flagged 6 potential issues including external_commands, weak crypto, and system reconnaissance. Manual review confirms all findings are FALSE POSITIVES. The skill is pure markdown documentation providing browser game development guidance. Line 19/32 show ASCII decision trees (not shell backticks), lines 3/155 are description text (not crypto), and lines 30/80 are game dev terms (not reconnaissance). No dangerous patterns detected.
Problemas de Risco Médio (1)
Problemas de Baixo Risco (2)
Pontuação de qualidade
O Que Você Pode Construir
Choose Framework for 2D Game
A developer starting a 2D browser game needs to select between Phaser (full features) or PixiJS (rendering performance). The decision tree helps identify the right choice based on project requirements.
Enable WebGPU Support
A team building a graphics-intensive game wants to use WebGPU for better performance. The skill provides browser support matrix and fallback strategy for older browsers.
Optimize Game Load Time
A developer notices their web game loads slowly on mobile. The skill guides asset compression (KTX2, Draco, WebP) and lazy loading strategies to reduce initial load.
Tente Estes Prompts
I want to build a [2D/3D] browser game with [specific features]. Which framework should I use?
How do I implement WebGPU with WebGL fallback for my browser game?
What are the requirements to make my browser game a Progressive Web App with offline support?
What compression formats should I use for textures, audio, and 3D models in my web game?
Melhores Práticas
- Start with WebGPU but always provide WebGL fallback for broader browser support (~73% WebGPU coverage)
- Compress all assets using KTX2 for textures, WebM/Opus for audio, and glTF with Draco for 3D models
- Implement tab visibility handling - pause game loop when browser tab is hidden to prevent resource waste
Evitar
- Loading all game assets at startup instead of progressive loading
- Ignoring audio autoplay restrictions by not requiring user interaction
- Assuming all users have fast connections - always handle slow network conditions
Perguntas Frequentes
What is the best framework for 2D browser games?
Should I use WebGPU or WebGL?
How do I make my game installable?
What asset formats should I use?
Why does audio not play automatically?
How do I optimize for mobile?
Detalhes do Desenvolvedor
Autor
sickn33Licença
MIT
Repositório
https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/game-development/web-gamesReferência
main
Estrutura de arquivos
📄 SKILL.md