游戏引擎

SKILL开发

原名 game-engine

开发 浏览器控制 许可证明确 OpenClaw
安装这个技能

game-engine 用于辅助前端页面、组件、样式和交互逻辑开发,适合在 OpenClaw 中需要维护前端项目、生成组件或检查界面实现时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

累计安装 28,167 本周 1,162
GitHub 星标 2 仓库 game-engine
下载量 9,203 技能市场下载数
权限级别 浏览器控制 安装前请确认风险范围
许可证 许可证明确 MIT-0

安装

ClawHub 市场
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
openclaw skills install game-engine

技能档案

开发
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方jhauga仓库 game-engine · 版本 1.0.0
宿主客户端OpenClaw技能可被这些客户端加载
安装方式ClawHub 市场安装包 jhauga/game-engine
权限级别浏览器控制安装前请确认风险范围
许可证MIT-0许可证明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验2026-05-01上游最后核验时间 · 数据更新 未标注
正文体量6.2 KBSKILL.md 原文大小,越大说明说明书写得越细

能做什么

5 项能力
上游给出的能力概览与适用场景
  • 按任务关键词查找相关 Skills
  • 展示可复制的安装命令
  • 保留来源站点、仓库和原始说明,方便继续核验
  • 补充不同宿主或平台的使用分布数据
  • 展示第三方安全扫描或审计结果
OpenClaw 用户查找和安装 Skill 时用户想查找某类 Agent Skill 时需要根据任务场景推荐可安装能力包时需要对比不同来源的安装命令和来源信息时

权限与风险

浏览器控制
装之前先读完这段

安装与使用指南

安装步骤

本站只展示命令,不托管安装包,也不自动执行。

怎么用

安装后应在对应宿主中按原始 README 的触发条件使用;当前草稿只做目录说明,具体调用方式由规则抽取,异常条目再复核。

SKILL.md 全文

6.2 KB
模型实际读到的说明书原文,来自技能仓库

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

安全信息

审计结论
未标注不代表已通过审计
安全审计VirusTotal、ClawScan、Static analysis第三方安全审计平台给出的结论

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 2026-05-01。