web-games

Guidance for building games that run inside a web browser. It explains how to choose 2D or 3D graphics libraries, handle browser limits, package assets, and ship an installable progressive web app.

In plain words
What is it for?
It is for choosing between Phaser, PixiJS, Three.js, Babylon.js, Canvas, and WebGL or WebGPU, and for troubleshooting or packaging browser games.
Why use it?
Browser games run in a restricted environment, so developers must account for graphics APIs, throttled tabs, blocked audio, and delivery 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/phuonghx/aim-cli/web-games
Any agent
npx skills add phuonghx/aim-cli --skill web-games
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,078 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00079 $0.01078
Opus 5 $0.00039 $0.00539
Sonnet 5 $0.00016 $0.00216
Haiku 4.5 $0.00008 $0.00108

Measured yesterday against content hash df47a9c24043, 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 yesterday.

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.

aim/templates/aim-agents/skills/game-development/web-games/SKILL.md · 120 lines

How it starts

The opening of the file, as written. The whole thing — 120 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Building Games for the Browser

Practical guidance for shipping games that run inside a web page, where the runtime is a sandbox you do not fully control.

Choosing a Rendering Stack

Start from the dimensionality of your game, then decide how much engine you actually need.

  • 2D, batteries included — reach for Phaser when you want scenes, physics, input, and asset management handled for you.
  • 2D, you drive — reach for PixiJS when you mainly need a fast renderer and full control over UI and the scene graph.
  • 3D, full engine — reach for Babylon.js when you want physics, a scene system, and built-in XR support.
  • 3D, lean renderer — reach for Three.js when the focus is drawing and visualization and you want a smaller footprint.
  • Something bespoke — drop down to raw Canvas or WebGL when no engine fits the shape of what you are building.
Library Dimension Sweet spot
Phaser 4 2D Complete game toolkit
PixiJS 8 2D Renderer-first, custom UI
Three.js 3D Lightweight scenes, dataviz
Babylon.js 7 3D Full engine with XR

WebGPU vs WebGL

WebGPU is the modern graphics API; WebGL remains the safe baseline. Roughly 73% of users now have WebGPU.

Engine Availability
Chrome 113 and up
Edge 113 and up
Firefox 131 and up
Safari 18.0 and up

How to choose:

  • Greenfield project — target WebGPU and degrade to WebGL when it is missing.
  • Must support old devices — build on WebGL from the start.
  • At runtime — branch on the presence of navigator.gpu rather than sniffing the user agent.

Living Within the Sandbox

The browser imposes limits that a native runtime does not. Plan around each one.

Limitation What to do
Cannot read the local disk Ship assets in bundles or serve them from a CDN
Inactive tabs get throttled Detect visibility changes and pause the loop
Users may be on metered data Shrink assets aggressively
Sound will not autoplay Wait for a tap or click before starting audio

Read the full file on GitHub · 120 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. yesterday First seen · 120 lines · 79 tokens per session scan A df47a9c24043

Subscribe to this mod's changes

web-games is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 79 tokens to every session and 1,078 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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