active-plans/_source-material/asset-pipeline/assetsplanning/pipeline/stolenfromcodex/game-studio/b1986b3d3da5bb8a04d3cb1e69af5a29bb5c2c04/skills/web-game-foundations/SKILL.md
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.
npx skillsauth add merceralex397-collab/scafforge web-game-foundationsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
Once the stack is clear, hand off to the runtime or asset specialist skill.
move, confirm, cancel, ability-1, and pause.See ../../references/engine-selection.md for the default decision table.
Define these before writing core code:
../../references/engine-selection.md../../references/phaser-architecture.md../../references/three-webgl-architecture.md../../references/threejs-stack.md../../references/react-three-fiber-stack.md../../references/web-3d-asset-pipeline.mdtesting
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Prepare and optimize browser-game 3D assets. Use when the user asks for GLB or glTF shipping work, including Blender cleanup and export, collision or LOD setup, compression, texture packaging, and runtime validation.
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Implement browser-game runtimes with plain Three.js. Use when the user wants imperative scene control in TypeScript or Vite with GLB assets, loaders, physics, and low-level WebGL debugging.