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.
日本語の概要は準備中です。原文の説明を表示しています。
7 件 ・ 関連度順
概要と使いどころ
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.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。
Run browser-game playtests and frontend QA. Use when the user asks for smoke tests, screenshot-based verification, browser automation, HUD or overlay review, or structured issue-finding in a browser game.
日本語の概要は準備中です。原文の説明を表示しています。
Route early browser-game work. Use when the user needs stack selection and workflow planning across design, implementation, assets, and playtesting before moving to a specialist skill.
日本語の概要は準備中です。原文の説明を表示しています。
Excalibur.js is a TypeScript-first 2D game engine for the browser with actors, scenes, collision physics, animation, sound, input and a Tiled map plugin. Use when the user wants to build or debug a browser game with Excalibur, load Tiled maps, animate sprite sheets, handle keyboard or pointer input, or manage scenes and cameras.
日本語の概要は準備中です。原文の説明を表示しています。