web-game-development
Implement and optimize browser games using Phaser, Three.js, React Three Fiber, Babylon.js, or PlayCanvas with responsive input, asset loading, rendering, and…
Skill by metaspartan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/metaspartan-web-game-development
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: frontend
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/web-game-development
What's inside
- Skill name
web-game-development- Description
- Implement and optimize browser games using Phaser, Three.js, React Three Fiber, Babylon.js, or PlayCanvas with responsive input, asset loading, rendering, and browser playtests. Use for JavaScript or TypeScript game projects.
- License
- MIT
- Instructions
- 37 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# Web game development ## Select the existing engine Read `package.json`, source imports, renderer initialization, and asset loaders before editing. Preserve the chosen engine unless the user requests a migration. - Phaser: scene-driven 2D games, sprites, tilemaps, cameras, and arcade or matter physics. - Three.js: imperative 3D scene, camera, renderer, loaders, and render-loop control. - React Three Fiber: React-owned composition around Three.js with explicit per-frame boundaries. - Babylon.js: engine-managed 3D scenes, loaders, physics, GUI, and WebGPU or WebGL paths. - PlayCanvas: component and entity workflows using the project's selected editor or engine package. ## Implementation rules - Use Bun for dependency and script commands. - Keep simulation state separate from rendering objects and DOM UI. - Map keyboard, pointer, touch, and controller input into explicit game actions. - Handle resize, device pixel ratio, pause, visibility changes, audio unlock, and WebGL context loss. - Keep text-heavy HUD and menus accessible and responsive. - Bound texture resolution, geometry, particles, post-processing, and retained resources. - Dispose GPU resources and listeners when scenes or components unload. ## Verification 1. Run the repository's typecheck, lint, and unit tests. 2. Build the production bundle and inspect asset warnings and output size. 3. Launch the real app in a browser rather than testing a detached mock. 4. Exercise boot, loading, primary controls, pause and resume, scene transitions, failure and restart, and responsive resize. 5. Capture screenshots from representative gameplay states. 6. Check console errors, failed network requests, frame pacing, memory growth, and WebGL warnings. 7. Repeat touch and safe-area checks when mobile browsers are supported. ## Completion criteria Report the engine, browser and viewport tested, player path, production build result, console state, screenshots, and measured performance limitations.
From metaspartan/cybara, MIT.
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Signals
- Stars
- 32
- Forks
- 9
- Open issues
- 0
- Last commit (this folder)
- Sep 2, 2026 (1 month ago)
- Last release
- Oct 24, 2026 (4 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/metaspartan/cybara
- Website
- cybara.ai
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
web-game-development skill. Agent Mart. https://agentmart.dev/skills/metaspartan-web-game-development (last updated 2026-10-24)