game-architecture▌
opusgamelabs/game-creator · updated Apr 8, 2026
Reference knowledge for building well-structured browser games. These patterns apply to both Three.js (3D) and Phaser (2D) games.
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
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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.
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Event-Driven Communication: Modules never import each other for communication. All cross-module messaging goes through a singleton EventBus with predefined event constants.
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Centralized State: A single GameState singleton holds all game state. Systems read state directly and modify it through events. No scattered state across modules.
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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. -
Orchestrator Pattern: One
Game.jsclass initializes all systems, manages game flow (boot -> gameplay -> death/win -> restart), and runs the main loop. Systems don't self-initialize. No title screen by default — boot directly into gameplay. Only add a title/menu scene if the user explicitly asks for one. -
Restart-Safe and Deterministic: Gameplay must survive full restart cycles cleanly.
GameState.reset()restores a complete clean slate. All event listeners are removed in cleanup/shutdown. No stale references, lingering timers, leaked tweens, or orphaned physics bodies survive across restarts. Test by restarting 3x in a row — the third run must behave identically to the first. -
Clear Separation of Concerns: Code is organized into functional layers:
core/- Foundation (Game, EventBus, GameState, Constants)systems/- Engine-level systems (input, physics, audio, particles)gameplay/- Game mechanics (player, enemies, weapons, scoring)level/- World building (level construction, asset loading)ui/- Interface (menus, HUD, overlays)
Event System Design
Event Naming Convention
Use domain:action format grouped by feature area:
export const Events = {
// Player
PLAYER_DAMAGED: 'player:damaged',
PLAYER_HEALED: 'player:healed',
PLAYER_DIED: 'player:died',
// Enemy
ENEMY_SPAWNED: 'enemy:spawned',
ENEMY_KILLED: 'enemy:killed',
// Game flow
GAME_STARTED: 'game:started',
GAME_PAUSED: 'game:paused',
GAME_OVER: 'game:over',
// System
ASSETS_LOADED: 'assets:loaded',
LOADING_PROGRESS: 'loading:progress'
};
Event Data Contracts
Always pass structured data objects, never primitives:
// Good
eventBus.emit(Events.PLAYER_DAMAGED, { amount: 10, source: 'enemy', damageType: 'melee' });
// Bad
eventBus.emit(Events.PLAYER_DAMAGED, 10);
State Management
GameState Structure
Organize state into clear domains:
class GameState {
constructor() {
this.player = { health, maxHealth, speed, inventory, buffs };
this.combat = { killCount, waveNumber, score };
this.game = { started, paused, isPlaying };
}
}
Game Flow
Standard flow for both 2D and 3D games:
Boot/Load -> Gameplay <-> Pause Menu (if requested)
-> Game Over -> Gameplay (restart)
No title screen by default. Games boot directly into gameplay. The Play.fun widget handles score display, leaderboards, and wallet connect in a deadzone at the top of the game, so no in-game score HUD is needed. Only add a title/menu scene if the user explicitly requests one.
Common Architecture Pitfalls
- Unwired physics bodies — Creating a static physics body (e.g., ground, wall) without wiring it to other bodies via
physics.add.collider()orphysics.add.overlap()has no gameplay effect. Every boundary or obstacle needs explicit collision wiring to the entities it should interact with. After creating any static body, immediately add the collider call. - Interactive elements blocked by overlapping display objects — When building UI (buttons, menus), the topmost display object in the scene list receives pointer events. Never hide the interactive element behind a decorative layer. Either make the visual element itself interactive, or ensure nothing is rendered on top of the hit area.
- Polish before gameplay — Adding particles, screen shake, and transitions before the core loop works is a common time sink. Get input -> action -> fail condition -> scoring -> restart working first. Everything else is polish.
- No cleanup on restart — Forgetting to remove event listeners, destroy timers, and dispose resources in
shutdown()causes ghost behavior, double-firing events, and memory leaks after restart.
Pre-Ship Validation Checklist
Before considering a game complete, verify all items:
- Core loop — Player can start, play, lose/win, and see the result
- Restart — Works cleanly 3x in a row with identical behavior
- Mobile input — Touch/tap/swipe/gyro works; 44px minimum tap targets
- Desktop input — Keyboard + mouse works
- Responsive — Canvas resizes correctly on window resize
- Constants — Zero hardcoded magic numbers in game logic
- EventBus — No direct cross-module imports for communication
- Cleanup — All listeners removed in shutdown, resources disposed
- Mute toggle — See
mute-buttonrule - Delta-based — All movement uses delta time, not frame count
- Build —
npm run buildsucceeds with no errors - No errors — No uncaught exceptions or console errors at runtime
Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.6★★★★★56 reviews- ★★★★★Chaitanya Patil· Dec 28, 2024
Solid pick for teams standardizing on skills: game-architecture is focused, and the summary matches what you get after install.
- ★★★★★Yusuf Lopez· Dec 28, 2024
game-architecture has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Anaya Martin· Dec 28, 2024
game-architecture reduced setup friction for our internal harness; good balance of opinion and flexibility.
- ★★★★★Amina Yang· Dec 24, 2024
game-architecture has been reliable in day-to-day use. Documentation quality is above average for community skills.
- ★★★★★Fatima Torres· Dec 16, 2024
game-architecture is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Camila Patel· Dec 16, 2024
Keeps context tight: game-architecture is the kind of skill you can hand to a new teammate without a long onboarding doc.
- ★★★★★Maya Sharma· Dec 8, 2024
Registry listing for game-architecture matched our evaluation — installs cleanly and behaves as described in the markdown.
- ★★★★★Piyush G· Nov 19, 2024
We added game-architecture from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Amina Mensah· Nov 19, 2024
game-architecture fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Evelyn Gupta· Nov 7, 2024
Useful defaults in game-architecture — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
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