home / skills / vudovn / antigravity-kit / web-games
This skill helps you select frameworks, optimize rendering, and implement WebGPU, PWAs, and asset strategies for browser games.
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---
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.
This skill covers practical principles for building web browser games using TypeScript. It guides framework selection, WebGPU adoption with fallbacks, performance optimization, asset strategies, PWA setup, and audio handling. The focus is on pragmatic decisions that balance modern APIs and broad browser compatibility.
It inspects project goals (2D vs 3D, full engine vs renderer-only) and recommends frameworks like Phaser, PixiJS, Three.js, or Babylon.js. It evaluates platform capabilities (WebGPU support via navigator.gpu) and sets a fallback plan to WebGL. It also prescribes asset pipelines, runtime optimizations, and PWA/service worker patterns to improve load, runtime performance, and offline installability.
Should I always use WebGPU?
Use WebGPU for new projects to benefit from modern GPU features, but always include a WebGL fallback for broader compatibility and progressive adoption.
How do I handle audio autoplay restrictions?
Create or resume an AudioContext in response to the user's first interaction and preload common short sounds; use pooling to avoid creating sources repeatedly.
What’s the minimal caching strategy for a game PWA?
Cache core startup assets and the shell via a service worker, then stream additional content on demand and prefetch the next level in background.