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Web Game Foundations

  • 8 installs
  • 4.9k repo stars
  • Updated July 14, 2026
  • openai/plugins

web-game-foundations sets browser-game architecture before coding.

About

web-game-foundations sets browser-game architecture before coding. Separates simulation from rendering, defines input action maps, asset manifest policy, save/debug boundaries, and engine selection between Phaser, Three.js, and React Three Fiber.

  • Set browser-game architecture before implementation.
  • Installation and configuration patterns for web-game-foundations.
  • When-to-use guidance versus common alternatives.
  • Evidence-backed steps from the upstream SKILL.md guide.

Web Game Foundations by the numbers

  • 8 all-time installs (skills.sh)
  • Ranked #200 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
At a glance

web-game-foundations capabilities & compatibility

Capabilities
web game foundations quick start · web game foundations when to use guidance · web game foundations integration patterns
Use cases
frontend
From the docs

What web-game-foundations says it does

- the user has not settled the engine or renderer choice
SKILL.md
- the task is about boundaries, module shape, state ownership, or asset policy
SKILL.md
npx skills add https://github.com/openai/plugins --skill web-game-foundations

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Listed on Skillselion
Installs8
repo stars4.9k
Last updatedJuly 14, 2026
Repositoryopenai/plugins

How do I use web-game-foundations correctly?

Set browser-game architecture before implementation. Use when the user needs engine choice, simulation and render boundaries, input model, asset organization, or save/debug/performance strategy.

Who is it for?

Teams implementing web-game-foundations workflows from the research catalog.

Skip if: Skip when requirements clearly match a different specialized stack.

When should I use this skill?

User asks about web-game-foundations, set browser-game architecture before implementation. use when the user needs eng.

What you get

Working web-game-foundations setup with validated configuration and next steps.

Files

SKILL.mdMarkdownGitHub ↗

Web Game Foundations

Overview

Use this skill to establish the non-negotiable architecture before implementation starts. Browser games degrade quickly when simulation, rendering, UI, asset loading, and input handling are mixed together.

Default rule: simulation state is owned outside the renderer, browser UI is not forced into the canvas unless there is a clear reason, and shipped 3D assets default to GLB or glTF 2.0 rather than ad hoc model formats.

Use This Skill When

  • the user has not settled the engine or renderer choice
  • the task is about boundaries, module shape, state ownership, or asset policy
  • multiple specialist skills need one shared architectural frame

Do Not Stay Here When

  • the runtime track is clearly Phaser
  • the runtime track is clearly vanilla Three.js
  • the runtime track is clearly React Three Fiber
  • the task is purely about shipped 3D assets

Once the stack is clear, hand off to the runtime or asset specialist skill.

Architecture Rules

1. Separate simulation from rendering.

  • Simulation owns entities, turns, timers, collisions, progression, and saveable state.
  • The renderer owns scene composition, animation playback, camera, particles, and input plumbing.

2. Keep input mapping explicit.

  • Define actions such as move, confirm, cancel, ability-1, and pause.
  • Map physical inputs to actions in one place.

3. Treat asset loading as a first-class system.

  • Use stable manifest keys.
  • Group by domain: characters, environment, UI, audio, FX.
  • For 3D content, standardize on GLB or glTF 2.0 unless the chosen engine ecosystem requires another format upstream.

4. Define save/debug/perf boundaries up front.

  • Save serializable simulation state, not renderer objects.
  • Keep debug overlays and perf probes easy to toggle.

5. Use DOM overlays for menus and HUD by default.

  • Canvas or WebGL should handle the playfield.
  • DOM should handle text-heavy HUD, menus, settings, and accessibility-sensitive controls.
  • In 3D, keep the persistent UI budget small so the scene stays readable and interactive.

6. Lock 3D runtime conventions early.

  • Choose consistent units, origins, pivots, and naming conventions.
  • Decide how collision proxies, LODs, and baked lighting data are authored before runtime integration starts.

Engine Selection

  • Default to Phaser for 2D games with sprites, tilemaps, top-down or side-view action, turn-based grids, and classic browser arcade flows.
  • Default to vanilla Three.js for explicit 3D scenes that want direct scene, camera, renderer, and loop control in plain TypeScript or Vite.
  • Default to React Three Fiber when the 3D scene lives inside a React application and needs declarative composition, shared app state, or React-first UI coordination.
  • Use raw WebGL only for shader-heavy or renderer-first projects where engine abstractions would get in the way.
  • Keep Babylon.js and PlayCanvas as alternative-engine paths rather than the default code-generation target.

See ../../references/engine-selection.md for the default decision table.

Implementation Checklist

Define these before writing core code:

  • Player fantasy and primary verbs
  • Core loop and loss or reset states
  • Camera model
  • Input action map
  • Simulation modules
  • Renderer modules
  • Asset manifest layout
  • 3D asset format and optimization rules
  • HUD and menu surfaces
  • Save data boundary
  • Debug and perf surfaces

Anti-Patterns

  • Mixing gameplay rules directly into scene callbacks
  • Treating the renderer as the source of truth for game state
  • Putting all HUD and menu UI into the canvas by default
  • Letting asset filenames become the public API instead of manifest keys
  • Shipping unoptimized 3D assets straight from the DCC tool into the browser
  • Mixing camera-control state and menu or modal state without an explicit input boundary
  • Rebuilding architecture every time the game changes genre

References

  • Engine selection: ../../references/engine-selection.md
  • Phaser structure: ../../references/phaser-architecture.md
  • Three.js structure: ../../references/three-webgl-architecture.md
  • Three.js ecosystem stack: ../../references/threejs-stack.md
  • React Three Fiber stack: ../../references/react-three-fiber-stack.md
  • 3D asset shipping: ../../references/web-3d-asset-pipeline.md

Related skills

FAQ

What does web-game-foundations do?

web-game-foundations sets browser-game architecture before coding.

When should I use web-game-foundations?

User asks about web-game-foundations, set browser-game architecture before implementation. use when the user needs eng.

Is this skill safe to install?

Review the Security Audits panel on this page before installing in production.

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