据 AlphaMoat 统计,截至 2026-09,Game Engine 累计下载 2,617 次、获 4 个星标,在全部 5,078 个 AI 技能中排名第 4,008 位,在「开发编程」分类(577 个)中排名第 500 位。
| 平台 | 累计安装 | 累计下载 | 星标 | 评论 |
|---|---|---|---|---|
| ClawHub ↗ | 67 | 2,395 | 2 | - |
| SkillHub ↗ | 103 | 2,617 | 4 | — |
各平台的计数口径不同,统计时间不一致。
它涵盖游戏循环、渲染、输入控制、物理与碰撞检测、音频和多人功能,并提供 2D/3D 开发、测试与发布的工作步骤;文档还列出模板和参考资料。实际实现需根据目标浏览器、设备能力及所选框架验证兼容性和性能。
资料发布于 2026-10-29
以下是根据技能文档生成的示例,不代表实际运行结果。
2026-09 起统计方法调整:同名技能按作者分别统计,并覆盖全部技能。图中虚线为调整前的月份,与之后的数据不直接比较,也不计算跨越调整的增长。
| 月份 | 累计下载 | 环比 | 星标 |
|---|---|---|---|
| 2026-09 | 2,617 | — | 4 |
| 2026-08 | 2,228 | +10.4% | 4 |
| 2026-07 | 2,019 | +19.6% | 4 |
| 2026-06 | 1,688 | +14.5% | 3 |
| 2026-05 | 1,474 | — | 3 |
| 2026-03 | 790 | — | 2 |
以下是作者发布的原始文件,按纯文本显示,本站未做修改或审核;其中的链接不可点击,命令请核实后再运行。抓取于 2026-10-23。
--- name: game-engine description: 'Expert skill for building web-based game engines and games using HTML5, Canvas, WebGL, and JavaScript. Use when asked to create games, build game engines, implement game physics, handle collision detection, set up game loops, manage sprites, add game controls, or work with 2D/3D rendering. Covers techniques for platformers, breakout-style games, maze games, tilemaps, audio, multiplayer via WebRTC, and publishing games.' --- # Game Engine Skill Build web-based games and game engines using HTML5 Canvas, WebGL, and JavaScript. This skill includes starter templates, reference documentation, and step-by-step workflows for 2D and 3D game development with frameworks such as Phaser, Three.js, Babylon.js, and A-Frame. ## When to Use This Skill
- Building a game engine or game from scratch using web technologies - Implementing game loops, physics, collision detection, or rendering - Working with HTML5 Canvas, WebGL, or SVG for game graphics - Adding game controls (keyboard, mouse, touch, gamepad) - Creating 2D platformers, breakout-style games, maze games, or 3D experiences - Working with tilemaps, sprites, or animations - Adding audio to web games - Implementing multiplayer features with WebRTC or WebSockets - Optimizing game performance - Publishing and distributing web games ## Prerequisites - Basic knowledge of HTML, CSS, and JavaScript - A modern web browser with Canvas/WebGL support - A text editor or IDE - Optional: Node.js for build tooling and local development servers ## Core Concepts The following concepts form the foundation of every web-based game engine. ### Game Loop Every game engine revolves around the game loop -- a continuous cycle of: 1. **Process Input** - Read keyboard, mouse, touch, or gamepad input 2. **Update State** - Update game object positions, physics, AI, and logic 3. **Render** - Draw the current game state to the screen Use `requestAnimationFrame` for smooth, browser-optimized rendering. ### Rendering - **Canvas 2D** - Best for 2D games, sprite-based rendering, and tilemaps - **WebGL** - Hardware-accelerated 3D and advanced 2D rendering - **SVG** - Vector-based graphics, good for UI elements - **CSS** - Useful for DOM-based game elements and transitions ### Physics and Collision Detection - **2D Collision Detection** - AABB, circle, and SAT-based collision - **3D Collision Detection** - Bounding box, bounding sphere, and raycasting - **Velocity and Acceleration** - Basic Newtonian physics for movement - **Gravity** - Constant downward acceleration for platformers ### Controls - **Keyboard** - Arrow keys, WASD, and custom key bindings - **Mouse** - Click, move, and pointer lock for FPS-style controls - **Touch** - Mobile touch events and virtual joysticks - **Gamepad** - Gamepad API for controller support ### Audio - **Web Audio API** - Programmatic sound generation and spatial audio - **HTML5 Audio** - Simple audio playback for music and sound effects ## Step-by-Step Workflows ### Creating a Basic 2D Game 1. Set up an HTML file with a `<canvas>` element 2. Get the 2D rendering context 3. Implement the game loop using `requestAnimationFrame` 4. Create game objects with position, velocity, and size properties 5. Handle keyboard/mouse input for player control 6. Implement collision detection between game objects 7. Add scoring, lives, and win/lose conditions 8. Add sound effects and music ### Building a 3D Game 1. Choose a framework (Three.js, Babylon.js, A-Frame, or PlayCanvas) 2. Set up the scene, camera, and renderer 3. Load or create 3D models and textures 4. Implement lighting and shaders 5. Add physics and collision detection 6. Implement player controls and camera movement 7. Add audio and visual effects ### Publishing a Game 1. Optimize assets (compress images, minify code) 2. Test across browsers and devices 3. Choose distribution platform (web, app stores, game portals) 4. Implement monetization if needed 5. Promote through game communities and social media ## Game Templates Starter templates are available in the `assets/` folder. Each template provides a complete, working example that can be used as a starting point for a new project. | Template | Description | |----------|-------------| | `paddle-game-template.md` | 2D Breakout-style game with pure JavaScript | | `2d-maze-game.md` | Maze game with device orientation controls | | `2d-platform-game.md` | Platformer game using Phaser framework | | `gameBase-template-reop.md` | Game base template repository structure | | `simple-2d-engine.md` | Simple 2D platformer engine with collisions | ## Reference Documentation Detailed reference material is available in the `references/` folder. Consult these files for in-depth coverage of specific topics. | Reference | Topics Covered | |-----------|---------------| | `basics.md` | Game development introduction and anatomy | | `web-apis.md` | Canvas, WebGL, Web Audio, Gamepad, and other web APIs | | `techniques.md` | Collision detection, tilemaps, async scripts, audio | | `3d-web-games.md` | 3D theory, frameworks, shaders, WebXR | | `game-control-mechanisms.md` | Touch, keyboard, mouse, and gamepad controls | | `game-publishing.md` | Distribution, promotion, and monetization | | `algorithms.md` | Raycasting, collision, physics, vector math | | `terminology.md` | Game development glossary | | `game-engine-core-principals.md` | Core design principles for game engines | ## Troubleshooting | Issue | Solution | |-------|----------| | Canvas is blank | Check that you are calling drawing methods after getting the context and inside the game loop | | Game runs at different speeds | Use delta time in update calculations instead of fixed values | | Collision detection is inconsistent | Use continuous collision detection or reduce time steps for fast-moving objects | | Audio does not play | Browsers require user interaction before playing audio; trigger playback from a click handler | | Performance is poor | Profile with browser dev tools, reduce draw calls, use object pooling, and optimize asset sizes | | Touch controls are unresponsive | Prevent default touch behavior and handle touch events separately from mouse events | | WebGL context lost | Handle the `webglcontextlost` event and restore state on `webglcontextrestored` |
用 gh 命令行工具查看 GitHub 上的 PR 检查、工作流运行与 API 查询的技能。
聚合 16 个搜索引擎、无需 API Key 的检索技能。
用命令行直接列出、配置、授权并调用 MCP 服务与工具。
根据文字描述生成 Mermaid 图表代码。
用受管 OAuth 访问 YouTube Data API,检索视频并管理频道内容。
通过受管的 OAuth 连接访问 GitHub REST API。
覆盖规划、实现、验证与测试的编码工作流技能。
整理 Docker 常用命令与容器工作流的技能。
数据月份:2026-09 · 下载/星标/安装数聚合自公开技能注册库(ClawHub、SkillHub),按月更新。口径说明见数据方法。