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Web browser game development principles. Framework selection, WebGPU, optimization, PWA.

AI & Automation 39,350 stars 6386 forks Updated today MIT

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# 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 ...

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Author
sickn33
Repository
sickn33/antigravity-awesome-skills
Created
4 months ago
Last Updated
today
Language
Python
License
MIT

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