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v2.3.0

bufatechno-webgamedev

@bufatechno⭐ 10 stars

BUFATECHNO WEB GAME DEV — skill for building complete, production-ready web games with Three.js (WebGPU/TSL) or Babylon.js (WebGPU/Havok). Optimized for ZCode and Claude. Covers scaffolding, ECS, PBR/IBL, WebGPU/TSL, VFX/particles/post-processing, Web Audio, assets (GLTF/Draco/KTX2/Splat), 2D canvas/sprites, and animation (mixer/skeletal/morph/blending). Use when user asks to create, build or ship any 3D browser game — FPS, voxel, third-person, platformer, racing, flight, tower defense, RPG, multiplayer, WebXR/VR. Triggers on 'Three.js game', 'Babylon.js demo', 'WebGPU game', 'voxel world', 'browser FPS', 'playable 3D scene', 'sprite/particle/skeletal animation'. Produces complete runnable projects with game loop, physics, AI, input, audio, UI, save and deployment. Prefer over generic web guidance.

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1. Native installer

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2. Complete package recommended

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// RATINGS

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// README

BUFATECHNO WEB GAME DEV

Skill optimized for ZCode & Claude (primary) to build complete, production-ready 3D web games using Three.js (WebGPU/WebGL2 + TSL) or Babylon.js (WebGPU/WebGL2 + Havok) — like a renowned game programmer.

2026 stack: three@^0.175.0 (WebGPURenderer + TSL NodeMaterial), @babylonjs/*@^8.15.0 (clustered lighting, Frame Graph, Gaussian Splatting), vite@^7.0.0 (baseline-widely-available, Rolldown). Primary support: ZCode & Claude.

Quick Links: Installation • Changelog • Skill • Support

What You Can Build

This skill covers the full scope of a browser 3D game — project, logic, visuals, effects, audio, 3D, 2D, animation:

  • Structured project: scaffold src/world|player|animation|vfx|systems|assets|utils + public/manifest.json + PWA sw.js, Path A CDN (double-click) or Path B Vite 7
  • Game logic: fixed-timestep 1/60 + THREE.Timer, StateMachine, ECS, object Pool, AI behavior states, save IndexedDB, multiplayer prediction/reconciliation
  • Visual & Graphics: PBR/Standard/Physical + IBL, directional+hemi lights 2048² shadows, FogExp2, TSL MeshStandardNodeMaterial (WGSL/GLSL), clustered 1000 lights (Babylon 9), Frame Graph 40% mem save
  • Effects (VFX): pooled particles (Points/InstancedMesh, Babylon Node Particles), post-processing bloom/vignette (EffectComposer/Frame Graph), volumetric light shafts, screen shake, hit flash, trails, decals, Gaussian Splatting .splat/.ply/.spz/.sog
  • Audio: procedural oscillators (shoot/hit/jump), file decode cache, positional HRTF panner, master/music/sfx routing, AudioContext resume on gesture + mute toggle
  • 3D imagery: GLTF/GLB + Draco gltf/ + KTX2 Basis worker, async loader + ModelCache clone, fallback magenta capsule, Gaussian Splat streaming/LOD, fallback primitives
  • 2D imagery: procedural canvas textures (wood/stone/brick/grass/metal, 16px pixel art), atlas, Sprite sheets, normal map Sobel, CanvasTexture/DynamicTexture, SpriteMaterial
  • Animation: AnimationMixer+AnimationClip+AnimationAction, Timer r183+, skeletal SkinnedMesh+SkeletonHelper, bone attach, morphTargetInfluences, weight blending + additive makeClipAdditive, bezier interpolation, retargeting (Babylon 9 tool), CCD IK
  • Game types: FPS, voxel/sandbox, third-person, platformer, racing, RPG, tower defense, top-down, multiplayer, WebXR/VR
  • Optimization: instanced/ThinInstances, frustum LOD, texture atlas, DPR cap 2, worker chunk, draw calls mobile ≤50 desktop ≤200, 60 FPS 100+ objects
  • External libraries (Lite vs Full): Lite default zero new deps (~300KB); Full opt-ins per-category — three-mesh-bvh collision, cannon-es/Rapier/Havok physics, gsap menu tween, howler file music, nipplejs joystick, CC0 sources (Quaternius/Kenney/Poly Pizza/Mixamo) — each with CDN+npm snippets, Lite fallback, and credits (see references/external-libraries.md)
  • Shipping: manual matrix 40+ items, Playwright smoke, deploy GitHub Pages/Netlify/Vercel/itch.io, PWA, Sentry/gtag

How to Use

Auto trigger for:

  • "Build me an FPS game in Three.js with skeletal animation"
  • "Create voxel game with particles and sound"
  • "Make third-person with bloom and sprite HUD"
  • "Babylon.js game with Havok physics and volumetric light"
  • "WebGPU TSL shader game"
  • "Multiplayer browser game" / "WebXR VR game"

Skill will: intake 10 questions → design professional architecture → select framework (matrix 2026) → scaffold (CDN/Vite) → implement 15 systems in order → validate 15 checklist → deliver runnable.

Screenshot Example — Games Built with This Skill

Example output from this skill — voxel sandbox game (Three.js, procedural textures, day/time HUD, hotbar inventory):

More examples in screenshoot-example/.

Skill Structure

bufatechno-webgamedev/
├── SKILL.md                       # Main skill — professional ~375 lines (core) + Weak-Model Quick Start
├── README.md                      # This file
├── INSTALL.md                     # Installation guide — ZCode & Claude (Linux/macOS/Windows)
├── CHANGELOG.md                   # Version history
├── LICENSE                        # MIT
├── package.json                   # MIT, three 0.175, vite 7, babylon 8.15, node >=20.19
├── .claude-plugin/
│   └── marketplace.json           # Claude Code marketplace catalog (bufatechno-marketplace)
├── .zcode-plugin/
│   └── marketplace.json           # ZCode marketplace catalog (bufatechno-marketplace)
├── plugins/
│   └── bufatechno-webgamedev/     # Plugin (auto-installs skill on marketplace add)
│       ├── .claude-plugin/plugin.json
│       ├── .zcode-plugin/plugin.json
│       └── skills/bufatechno-webgamedev/
│           ├── SKILL.md           # Skill (bundled)
│           ├── references/        # Bundled docs
│           ├── assets/            # Bundled templates & QRIS
│           └── scripts/           # Bundled scaffolds
├── references/                    # 22 deep-dive docs (2026, anti-slop included)
│   ├── threejs-complete.md         # WebGPURenderer+TSL, PBR, post, GLTF, Timer
│   ├── babylonjs-complete.md       # Engine, clustered lights, Frame Graph, Havok, Splatting
│   ├── fps-game-template.md       # FPS runnable 1000+ lines
│   ├── voxel-game-template.md     # Voxel 1100+ lines
│   ├── third-person-template.md   # Spring-arm, anim blend
│   ├── platformer-template.md     # Momentum, coyote+buffer 0.1s
│   ├── game-architecture.md       # Fixed step+Timer, ECS, StateMachine, Pool
│   ├── animation-system.md        # NEW: Mixer/Clip/Action, skeletal, morph, blending, retarget
│   ├── physics-collision.md       # Cannon-es/Rapier/Havok, CCD, filters
│   ├── vfx-particles.md           # NEW: particles, post, volumetric, shake, splat
│   ├── procedural-generation.md   # Noise, maze, L-system, BSP city, biome
│   ├── input-controls.md          # Keyboard/mouse/gamepad/touch, remap
│   ├── audio-ui-systems.md        # Procedural audio + HRTF, HUD, vignette
│   ├── 2d-drawing-textures.md     # Canvas procedural, atlas, normal Sobel
│   ├── asset-pipeline.md          # GLTF, Draco gLTF/, KTX2, SOGS streaming
│   ├── external-libraries.md      # Lite vs Full, curated opt-ins, CC0 sources, anti-slop, credits
│   ├── design-system.md           # NEW ANTI-SLOP: tokens, palette, themed HUD, inference
│   ├── performance-optimization.md # Instanced, LOD, atlas, clustered, Frame Graph
│   ├── testing-deployment.md      # Matrix 40+, Playwright, Vite 7, PWA
│   ├── debugging.md               # Triage order, symptom→fix, revision protocol
│   ├── multiplayer-networking.md  # NEW: ws authoritative, prediction, interpolation
│   └── webxr-vr.md                # NEW: WebXR session, controllers, locomotion
├── scripts/
│   ├── scaffold-threejs.js        # Three 0.175 + Vite 7 + animation/vfx dirs + shims
│   └── scaffold-babylonjs.js      # Babylon 8.15 + Havok + Vite 7
├── test/                          # Automated checks — `npm test` (offline, zero deps)
│   ├── skill.test.js              # Version sync, bundled-copy sync, pins, links (+opt-in CDN check)
│   └── scaffold.test.js           # Scaffold smoke: structure, syntax, invariants (+opt-in vite build)
├── screenshoot-example/           # Example game screenshots built with this skill
│   ├── 1.png                      # Voxel game — third-person forest biome
│   └── 2.png                      # Voxel game — first-person grass terrain
└── assets/
    ├── images/
    │   ├── qris.jpeg              # QRIS donation QR code
    │   └── btc.jpeg               # Bitcoin donation QR code
    ├── templates/
    │   ├── threejs/               # index.html (sh

// HOW IT'S BUILT

KEY FILES

SKILL.mdREADME.md

// REPO STATS

10 stars