web-games
Web browser game development. Framework selection (Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js), hybrid DOM+canvas, WebGPU, optimization, PWA, audio unlock. Use when building HTML5/WebGL/WebGPU games or choosing a browser runtime.
Web Browser Game Development
Framework selection and browser-specific principles. For stack choice details see game-development/engine-selection.
1. Framework Selection
Decision Tree
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser 4
│ ├── Fast prototype / jam? → Kaplay
│ ├── Raw rendering power? → PixiJS 8
│ └── Tiny / no dependency? → Raw Canvas / WebGL
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
├── Hybrid (DOM UI + canvas moments)
│ └── Custom shell + guest viewport
│ (Canvas/Kaplay/Phaser/Pixi inside a region/modal)
│
└── Narrative-first
└── Ink (inkjs) or Twine export + DOM host
Comparison
| Framework | Type | Best For |
|---|---|---|
| Raw Canvas / WebGL | 2D / low-level | Small scope, full control |
| Kaplay | 2D toolkit | Rapid prototypes |
| Phaser 4 | 2D engine | Full game features |
| PixiJS 8 | 2D renderer | Rendering, custom systems |
| Three.js | 3D renderer | Visualizations, lightweight 3D |
| Babylon.js | 3D engine | Full engine, XR |
Hybrid shell + guest
Use when chrome is HTML (menus, inventories, text, dashboards) but bursts of play need a canvas:
- Mount guest in a container; pass context in.
- Run a local game loop in the guest.
- Return r
Subscribers only
The full skill, its 1 bundled files and every download is included with every paid Complete AI plan.
Details
| Source | community |
|---|---|
| License | — |
| Risk label | none ("critical" means the skill may run commands or touch files — read before use) |
| Files | SKILL.md |
| Added | 2026-02-27 |
Related skills
2d-games
2D game development principles. Sprites, atlases, tilemaps, physics, cameras, and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi 2D games or guest viewports inside hybrid web apps.
engine-selection
Selects game engines and frameworks by platform, genre, and architecture (full canvas shell vs hybrid DOM shell + guest viewport). Covers Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js, Godot, Unity, Ink, Twine. Use when choosing a stack or comparing runtimes before implementation.
game-art
Game art principles. Visual style selection, asset pipeline, animation workflow.
game-audio
Game audio principles. Sound design, music integration, adaptive audio systems.
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
