web-games

A guide to building games that run in a web browser. It covers choosing a browser game framework, using WebGPU or WebGL for graphics, and handling browser performance limits.

In plain words
What is it for?
Use it when planning or optimizing a 2D or 3D browser game. It helps compare Phaser, PixiJS, Three.js, Babylon.js, and browser graphics approaches, including WebGPU fallbacks.
Why use it?
It helps choose suitable technology and avoid problems caused by different browsers, inactive tabs, limited file access, and graphics-performance constraints.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/diillson/chatcli/web-games
Any agent
npx skills add diillson/chatcli --skill web-games
Clone the repo
git clone --depth 1 https://github.com/diillson/chatcli

Made for: Claude Code, Codex.

Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 788 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 97% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00020 $0.00788
Opus 5 $0.00010 $0.00394
Sonnet 5 $0.00004 $0.00158
Haiku 4.5 $0.00002 $0.00079

Measured 2d ago against content hash 1213dbf108ac, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

web-games scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

97% identical to web-games — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agent/skills/game-development/web-games/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 151 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 151 lines · 20 tokens per session scan A 1213dbf108ac

Subscribe to this mod's changes

web-games is a skill published in the GitHub repository diillson/chatcli (89 stars, last pushed 3d ago), licensed Apache-2.0. It adds 20 tokens to every session and 788 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to web-games, differing in 4 lines, and is treated as a copy.

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