game-architecture

Installation
SKILL.md

Game Architecture Patterns

Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.

Reference Files

For detailed reference, see companion files in this directory:

  • system-patterns.md — Object pooling, delta-time normalization, resource disposal, wave/spawn systems, buff/powerup system, haptic feedback, asset management

Core Principles

  1. Core Loop First: Implement the minimum gameplay loop before any polish. The order is: input -> movement -> fail condition -> scoring -> restart. Only after the core loop works should you add visuals, audio, or juice. Keep initial scope small: 1 scene/level, 1 mechanic, 1 fail condition.

  2. Event-Driven Communication: Modules never import each other for communication. All cross-module messaging goes through a singleton EventBus with predefined event constants.

  3. Centralized State: A single GameState singleton holds all game state. Systems read state directly and modify it through events. No scattered state across modules.

  4. Configuration Centralization: Every magic number, balance value, asset path, spawn point, and timing value goes in Constants.js. Game logic files contain zero hardcoded values.

Installs
605
GitHub Stars
209
First Seen
Feb 21, 2026
game-architecture — opusgamelabs/game-creator