web-game-foundations

작성자: openai

브라우저 게임 아키텍처를 구현 전에 설정합니다. 사용자가 엔진 선택, 시뮬레이션 및 렌더링 경계, 입력 모델, 에셋 구성 등이 필요할 때 사용합니다.

npx skills add https://github.com/openai/plugins --skill web-game-foundations

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

openai의 다른 스킬

release
openai
커밋된 버전을 올리고, 이를 반영하고, 병합된 커밋에 태그를 단 후, Burrito 릴리스 워크플로우를 검증하여 Symphony 릴리스를 진행합니다. 다음과 같이 요청받았을 때 사용합니다…
signing-entitlements
openai
macOS 앱의 서명, 자격, 강화된 런타임 및 Gatekeeper 문제를 검사합니다. 코드 서명 실패, 누락된 자격 등을 진단하라는 요청을 받을 때 사용하세요.
building-ai-agent-on-cloudflare
openai
Cloudflare에서 Agents SDK를 사용하여 상태 관리, 실시간 WebSockets, 예약 작업, 도구 통합, 채팅을 통해 AI 에이전트를 구축합니다…
epigraphdb-skill
openai
온톨로지, 문헌, MR, 유전자-약물 및 지원 경로 증거에 대한 간결한 EpiGraphDB API 요청을 제출합니다. 사용자가 간결한 EpiGraphDB 요약을 원할 때 사용하세요.
runtime-behavior-probe
openai
런타임 동작 조사를 계획하고 실행하며, 임시 프로브 스크립트, 검증 매트릭스, 상태 제어, 결과 우선 보고서를 사용합니다. 다음 경우에만 사용하세요…
deep-security-scan
openai
사용자가 심층적이고, 철저하며, 다중 패스 또는 변동성을 줄이는 저장소 전체 또는 범위가 지정된 경로의 Codex Security 스캔을 요청할 때 사용합니다. 반복적으로 독립적인…
define-security-policy
openai
저장소 또는 구성 요소에 대한 SECURITY.md 지침을 정의, 검토 또는 업데이트합니다. 사용자가 Codex Security가 검토해야 할 대상과 범위를 벗어나는 항목을 명확히 하려 할 때 사용합니다…
validation
openai
Codex가 보안 스캔의 검증 단계에 이미 있거나 사용자가 하나 이상의 후보 보안 결과를 판별하도록 명시적으로 요청할 때 사용합니다…