📦 deps(thirdparty): update snapshots

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ci[bot]
2026-07-20 00:03:02 +00:00
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---
name: web-games
description: "Web browser game development principles. Framework selection, WebGPU, optimization, PWA."
description: >-
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.
risk: unknown
source: community
date_added: "2026-02-27"
@@ -8,7 +12,7 @@ date_added: "2026-02-27"
# Web Browser Game Development
> Framework selection and browser-specific principles.
> Framework selection and browser-specific principles. For stack choice details see `game-development/engine-selection`.
---
@@ -20,25 +24,43 @@ date_added: "2026-02-27"
What type of game?
├── 2D Game
│ ├── Full game engine features? → Phaser
── Raw rendering power? → PixiJS
│ ├── 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
│ └── Rendering focused? → Three.js
── Hybrid / Canvas
└── Custom → Raw Canvas/WebGL
── 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 (2025)
### Comparison
| 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 |
| **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:
1. Mount guest in a container; pass context in.
2. Run a **local** game loop in the guest.
3. Return results (score, pass/fail); **destroy** guest (RAF, listeners, GL context as needed).
Do not let the guest own global app routing unless the product *is* a full-screen game.
---
@@ -56,8 +78,8 @@ What type of game?
### Decision
- **New projects**: Use WebGPU with WebGL fallback
- **Legacy support**: Start with WebGL
- **New GPU-heavy projects**: Use WebGPU with WebGL fallback
- **Broad legacy / simple 2D**: Start with WebGL or Canvas 2D
- **Feature detection**: Check `navigator.gpu`
---
@@ -69,7 +91,7 @@ What type of game?
| Constraint | Strategy |
|------------|----------|
| No local file access | Asset bundling, CDN |
| Tab throttling | Pause when hidden |
| Tab throttling | Pause when hidden (`visibilitychange`) |
| Mobile data limits | Compress assets |
| Audio autoplay | Require user interaction |
@@ -85,16 +107,12 @@ What type of game?
## 4. Asset Strategy
### Compression Formats
| Type | Format |
|------|--------|
| Textures | KTX2 + Basis Universal |
| Textures | KTX2 + Basis Universal (or WebP/PNG for simple 2D) |
| Audio | WebM/Opus (fallback: MP3) |
| 3D Models | glTF + Draco/Meshopt |
### Loading Strategy
| Phase | Load |
|-------|------|
| Startup | Core assets, <2MB |
@@ -105,35 +123,16 @@ What type of game?
## 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
**Benefits:** offline play, install, fullscreen, optional push.
**Requirements:** service worker, 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
- Create/resume `AudioContext` on first click/tap
- Prefer Web Audio API; pool sources; preload common SFX
- Compress with WebM/Opus when possible
---
@@ -146,15 +145,18 @@ What type of game?
| Block on audio load | Lazy load audio |
| Skip compression | Compress everything |
| Assume fast connection | Handle slow networks |
| Leave canvas engines running off-screen | Tear down guests |
---
> **Remember:** Browser is the most accessible platform. Respect its constraints.
## When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Use when building HTML5/WebGL/WebGPU games, choosing a browser runtime, or wiring hybrid DOM+canvas guests.
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.