--- name: engine-selection description: >- 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. risk: safe source: self date_added: "2026-07-17" --- # Engine selection > Pick tools that match **delivery target**, **interaction model**, and **team constraints**. Engines serve the game type — not the reverse. --- ## Fit questions (ask first) 1. **Platform:** Web, mobile, PC, console, VR? 2. **Primary loop:** Action/physics, turn-based, narrative branch, management/UI, hybrid? 3. **Presentation:** Full-screen canvas, DOM/UI chrome, or both? 4. **Toolchain:** No-build / ESM OK, or bundler + editor OK? 5. **Authoring:** Code-only, or designers need Twine/Ink/Godot/Unity editors? --- ## Architecture patterns | Pattern | When | Notes | |---------|------|-------| | **Full engine shell** | Game *is* the canvas/scene | Phaser, Godot, Unity, Kaplay as app root | | **Renderer + custom logic** | You want draw power, own gameplay | PixiJS, Three.js + your systems | | **Hybrid shell + guest** | Dense UI/text + occasional skill-checks | DOM/app shell; mount canvas engines in modals/viewports only | | **Narrative runtime** | Branching prose is the product | Ink, Twine; host chrome separately | | **Content-as-data** | Levels/events authored as packs | JSON/YAML + thin loader; engine optional | --- ## Web — decision tree ``` What type of game? │ ├── Mostly DOM / panels / forms / text UI │ ├── + small arcade/spatial challenges │ │ └── Hybrid: custom shell + guest │ │ Raw Canvas/WebGL → Kaplay → Phaser → PixiJS │ └── + branching story │ └── Ink (inkjs) or Twine export → host in DOM │ ├── Full-screen 2D game │ ├── Full gameplay features (scenes, physics, input) │ │ └── Phaser 4 (or Kaplay if you want lighter/faster prototype) │ └── Mostly rendering / custom systems │ └── PixiJS 8 (or Raw Canvas/WebGL if tiny scope) │ └── Full-screen 3D game ├── Full engine / physics / XR │ └── Babylon.js └── Rendering-focused / lighter └── Three.js ``` --- ## Quick comparison (web & common exports) | Tool | Type | Best for | Watch-outs | |------|------|----------|------------| | **Raw Canvas / WebGL** | 2D/low-level | Tiny games, learning, no framework tax | You own everything | | **Kaplay** (ex-Kaboom) | 2D toolkit | Fast prototypes, jam games | Less “full product” structure than Phaser | | **Phaser 4** | 2D engine | Complete 2D features | Heavier; often bundled | | **PixiJS 8** | 2D renderer | Performance, custom game code | Not a full gameplay framework alone | | **Three.js** | 3D renderer | Visuals, lightweight 3D | You add gameplay systems | | **Babylon.js** | 3D engine | Fuller 3D + XR | Heavier than Three for simple scenes | | **Ink + inkjs** | Narrative | Complex branching prose | Weak for real-time multi-entity sims | | **Twine / Twison / TweeJS** | Narrative | Educator-friendly branches | Export/host glue; not a physics engine | | **Godot 4** | Full engine | 2D/3D indie, open source | Web export iteration cost | | **Unity** | Full engine | Large teams, multi-platform | Heavy for simple web UI games | Editor-first web shells (**Construct**, **GDevelop**) fit visual prototyping; weaker when you need versioned code-first content pipelines. --- ## Non-web defaults (see also platform skills) | Target | Lean toward | |--------|-------------| | PC indie / open source | Godot 4 | | PC large team / multi-platform | Unity | | Mobile | See `game-development/mobile-games` (touch, stores, battery) | | VR/AR | See `game-development/vr-ar` (+ Babylon/Three on web) | --- ## Anti-patterns | Don't | Do | |-------|-----| | Choose Unity/Godot for a form-heavy browser tool | Prefer DOM/hybrid | | Force Ink to run real-time concurrent simulations | Use narrative tools for branches; custom/sim code for clocks & entities | | Use Phaser as “the whole app” when the surrounding UI is HTML | Prefer a hybrid guest viewport | | Optimize for WebGPU on day one | Ship WebGL; add WebGPU + fallback when needed | ## When to Use Use when choosing or comparing game engines/frameworks before implementation, especially for hybrid DOM+canvas or narrative-first products. ## Limitations - Does not replace platform skills (`game-development/web-games`, `game-development/pc-games`, …). - Final choice still depends on team skill and shipping constraints. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.