Game Assets
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration.
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engine --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/playcanvas-engine .claude/skills/playcanvas-engine && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .claude/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engineType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engine --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/playcanvas-engine .agents/skills/playcanvas-engine && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .agents/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engine --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/playcanvas-engine .cursor/skills/playcanvas-engine && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .cursor/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/freshtechbro/claudedesignskills.git --path .claude/skills/playcanvas-engine--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engine --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/playcanvas-engine .gemini/skills/playcanvas-engine && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .gemini/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engineInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/playcanvas-engine .github/skills/playcanvas-engine && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .github/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install freshtechbro/claudedesignskills playcanvas-engine --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/freshtechbro/claudedesignskills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/playcanvas-engine .opencode/skills/playcanvas-engine && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "playcanvas-engine" agent skill from https://github.com/freshtechbro/claudedesignskills/tree/main/.claude/skills/playcanvas-engine into .opencode/skills/playcanvas-engine/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playcanvas-engine", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
playcanvas-engineLightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration.
Playcanvas Engine is an agent skill from freshtechbro/claudedesignskills. Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Use this skill when building browser-based games, interactive 3D applications, or performance-critical web experiences. Triggers on tasks involving PlayCanvas, entity-component systems, game engine development, WebGL games, 3D browser applications, editor-first workflows, or real-time 3D rendering. Alternative to Three.js with game-specific features and integrated development environment.
Its SKILL.md is about 5.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files, including scripts, reference files and assets (for example `assets/examples/README.md`, `assets/starter_playcanvas/README.md` and `assets/starter_playcanvas/scripts/app.js`).
It sits in Game Development, covering 3D graphics and WebGL and Game development. It works with Three.js. The repository describes itself as: A comprehensive collection of Claude Code skills for modern web development, specializing in 3D graphics, animation, and interactive web experiences. The licence is MIT.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1da73fe. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 2 files in scripts/ (JavaScript and Python), which the agent can run.
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
cdn.jsdelivr.netAlso links to:
api.playcanvas.comdeveloper.playcanvas.complaycanvas.github.ioplaycanvas.comgithub.comforum.playcanvas.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Playcanvas Engine loads about 5.7k tokens when it runs, and up to ~20k if it reads all its reference files. Until then it costs about 128 tokens; SKILL.md has 389 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from freshtechbro/claudedesignskills at commit 1da73fe, republished under its MIT licence (© freshtechbro). 389 words, ~5,702 tokens.
.claude/skills/playcanvas-engine/SKILL.md (or your agent's skills folder). This skill also uses 12 other files; get the full folder from GitHub.Lightweight WebGL/WebGPU game engine with entity-component architecture, visual editor integration, and performance-focused design.
Trigger this skill when you see:
Compare with:
The root PlayCanvas application manages the rendering loop.
import * as pc from 'playcanvas';
// Create canvas
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
// Create application
const app = new pc.Application(canvas, {
keyboard: new pc.Keyboard(window),
mouse: new pc.Mouse(canvas),
touch: new pc.TouchDevice(canvas),
gamepads: new pc.GamePads()
});
// Configure canvas
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
// Handle resize
window.addEventListener('resize', () => app.resizeCanvas());
// Start the application
app.start();PlayCanvas uses ECS architecture: Entities contain Components.
// Create entity
const entity = new pc.Entity('myEntity');
// Add to scene hierarchy
app.root.addChild(entity);
// Add components
entity.addComponent('model', {
type: 'box'
});
entity.addComponent('script');
// Transform
entity.setPosition(0, 1, 0);
entity.setEulerAngles(0, 45, 0);
entity.setLocalScale(2, 2, 2);
// Parent-child hierarchy
const parent = new pc.Entity('parent');
const child = new pc.Entity('child');
parent.addChild(child);The application fires events during the update loop.
app.on('update', (dt) => {
// dt is delta time in seconds
entity.rotate(0, 10 * dt, 0);
});
app.on('prerender', () => {
// Before rendering
});
app.on('postrender', () => {
// After rendering
});Core components extend entity functionality:
Model Component:
entity.addComponent('model', {
type: 'box', // 'box', 'sphere', 'cylinder', 'cone', 'capsule', 'asset'
material: material,
castShadows: true,
receiveShadows: true
});Camera Component:
entity.addComponent('camera', {
clearColor: new pc.Color(0.1, 0.2, 0.3),
fov: 45,
nearClip: 0.1,
farClip: 1000,
projection: pc.PROJECTION_PERSPECTIVE // or PROJECTION_ORTHOGRAPHIC
});Light Component:
entity.addComponent('light', {
type: pc.LIGHTTYPE_DIRECTIONAL, // DIRECTIONAL, POINT, SPOT
color: new pc.Color(1, 1, 1),
intensity: 1,
castShadows: true,
shadowDistance: 50
});Rigidbody Component (requires physics):
entity.addComponent('rigidbody', {
type: pc.BODYTYPE_DYNAMIC, // STATIC, DYNAMIC, KINEMATIC
mass: 1,
friction: 0.5,
restitution: 0.3
});
entity.addComponent('collision', {
type: 'box',
halfExtents: new pc.Vec3(0.5, 0.5, 0.5)
});Create a complete scene with camera, light, and models.
import * as pc from 'playcanvas';
// Initialize application
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);
const app = new pc.Application(canvas);
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener('resize', () => app.resizeCanvas());
// Create camera
const camera = new pc.Entity('camera');
camera.addComponent('camera', {
clearColor: new pc.Color(0.2, 0.3, 0.4)
});
camera.setPosition(0, 2, 5);
camera.lookAt(0, 0, 0);
app.root.addChild(camera);
// Create directional light
const light = new pc.Entity('light');
light.addComponent('light', {
type: pc.LIGHTTYPE_DIRECTIONAL,
castShadows: true
});
light.setEulerAngles(45, 30, 0);
app.root.addChild(light);
// Create ground
const ground = new pc.Entity('ground');
ground.addComponent('model', {
type: 'plane'
});
ground.setLocalScale(10, 1, 10);
app.root.addChild(ground);
// Create cube
const cube = new pc.Entity('cube');
cube.addComponent('model', {
type: 'box',
castShadows: true
});
cube.setPosition(0, 1, 0);
app.root.addChild(cube);
// Animate cube
app.on('update', (dt) => {
cube.rotate(10 * dt, 20 * dt, 30 * dt);
});
app.start();Load external 3D models with asset management.
// Create asset for model
const modelAsset = new pc.Asset('model', 'container', {
url: '/models/character.glb'
});
// Add to asset registry
app.assets.add(modelAsset);
// Load asset
modelAsset.ready((asset) => {
// Create entity from loaded model
const entity = asset.resource.instantiateRenderEntity();
app.root.addChild(entity);
// Scale and position
entity.setLocalScale(2, 2, 2);
entity.setPosition(0, 0, 0);
});
app.assets.load(modelAsset);With error handling:
modelAsset.ready((asset) => {
console.log('Model loaded:', asset.name);
const entity = asset.resource.instantiateRenderEntity();
app.root.addChild(entity);
});
modelAsset.on('error', (err) => {
console.error('Failed to load model:', err);
});
app.assets.load(modelAsset);Create custom materials with PBR workflow.
// Create material
const material = new pc.StandardMaterial();
material.diffuse = new pc.Color(1, 0, 0); // Red
material.metalness = 0.5;
material.gloss = 0.8;
material.update();
// Apply to entity
entity.model.material = material;
// With textures
const textureAsset = new pc.Asset('diffuse', 'texture', {
url: '/textures/brick_diffuse.jpg'
});
app.assets.add(textureAsset);
app.assets.load(textureAsset);
textureAsset.ready((asset) => {
material.diffuseMap = asset.resource;
material.update();
});
// PBR material with all maps
const pbrMaterial = new pc.StandardMaterial();
// Load all textures
const textures = {
diffuse: '/textures/albedo.jpg',
normal: '/textures/normal.jpg',
metalness: '/textures/metalness.jpg',
gloss: '/textures/roughness.jpg',
ao: '/textures/ao.jpg'
};
Object.keys(textures).forEach(key => {
const asset = new pc.Asset(key, 'texture', { url: textures[key] });
app.assets.add(asset);
asset.ready((loadedAsset) => {
switch(key) {
case 'diffuse':
pbrMaterial.diffuseMap = loadedAsset.resource;
break;
case 'normal':
pbrMaterial.normalMap = loadedAsset.resource;
break;
case 'metalness':
pbrMaterial.metalnessMap = loadedAsset.resource;
break;
case 'gloss':
pbrMaterial.glossMap = loadedAsset.resource;
break;
case 'ao':
pbrMaterial.aoMap = loadedAsset.resource;
break;
}
pbrMaterial.update();
});
app.assets.load(asset);
});Use Ammo.js for physics simulation.
import * as pc from 'playcanvas';
// Initialize with Ammo.js
const app = new pc.Application(canvas, {
keyboard: new pc.Keyboard(window),
mouse: new pc.Mouse(canvas)
});
// Load Ammo.js
const ammoScript = document.createElement('script');
ammoScript.src = 'https://cdn.jsdelivr.net/npm/ammo.js@0.0.10/ammo.js';
document.body.appendChild(ammoScript);
ammoScript.onload = () => {
Ammo().then((AmmoLib) => {
window.Ammo = AmmoLib;
// Create static ground
const ground = new pc.Entity('ground');
ground.addComponent('model', { type: 'plane' });
ground.setLocalScale(10, 1, 10);
ground.addComponent('rigidbody', {
type: pc.BODYTYPE_STATIC
});
ground.addComponent('collision', {
type: 'box',
halfExtents: new pc.Vec3(5, 0.1, 5)
});
app.root.addChild(ground);
// Create dynamic cube
const cube = new pc.Entity('cube');
cube.addComponent('model', { type: 'box' });
cube.setPosition(0, 5, 0);
cube.addComponent('rigidbody', {
type: pc.BODYTYPE_DYNAMIC,
mass: 1,
friction: 0.5,
restitution: 0.5
});
cube.addComponent('collision', {
type: 'box',
halfExtents: new pc.Vec3(0.5, 0.5, 0.5)
});
app.root.addChild(cube);
// Apply force
cube.rigidbody.applyForce(10, 0, 0);
cube.rigidbody.applyTorque(0, 10, 0);
app.start();
});
};Create reusable script components.
// Define script class
const RotateScript = pc.createScript('rotate');
// Script attributes (editor-exposed)
RotateScript.attributes.add('speed', {
type: 'number',
default: 10,
title: 'Rotation Speed'
});
RotateScript.attributes.add('axis', {
type: 'vec3',
default: [0, 1, 0],
title: 'Rotation Axis'
});
// Initialize method
RotateScript.prototype.initialize = function() {
console.log('RotateScript initialized');
};
// Update method (called every frame)
RotateScript.prototype.update = function(dt) {
this.entity.rotate(
this.axis.x * this.speed * dt,
this.axis.y * this.speed * dt,
this.axis.z * this.speed * dt
);
};
// Cleanup
RotateScript.prototype.destroy = function() {
console.log('RotateScript destroyed');
};
// Usage
const entity = new pc.Entity('rotatingCube');
entity.addComponent('model', { type: 'box' });
entity.addComponent('script');
entity.script.create('rotate', {
attributes: {
speed: 20,
axis: new pc.Vec3(0, 1, 0)
}
});
app.root.addChild(entity);Script lifecycle methods:
const MyScript = pc.createScript('myScript');
MyScript.prototype.initialize = function() {
// Called once after all resources are loaded
};
MyScript.prototype.postInitialize = function() {
// Called after all entities have initialized
};
MyScript.prototype.update = function(dt) {
// Called every frame before rendering
};
MyScript.prototype.postUpdate = function(dt) {
// Called every frame after update
};
MyScript.prototype.swap = function(old) {
// Hot reload support
};
MyScript.prototype.destroy = function() {
// Cleanup when entity is destroyed
};Handle keyboard, mouse, and touch input.
// Keyboard
if (app.keyboard.isPressed(pc.KEY_W)) {
entity.translate(0, 0, -speed * dt);
}
if (app.keyboard.wasPressed(pc.KEY_SPACE)) {
entity.rigidbody.applyImpulse(0, 10, 0);
}
// Mouse
app.mouse.on(pc.EVENT_MOUSEDOWN, (event) => {
if (event.button === pc.MOUSEBUTTON_LEFT) {
console.log('Left click at', event.x, event.y);
}
});
app.mouse.on(pc.EVENT_MOUSEMOVE, (event) => {
const dx = event.dx;
const dy = event.dy;
camera.rotate(-dy * 0.2, -dx * 0.2, 0);
});
// Touch
app.touch.on(pc.EVENT_TOUCHSTART, (event) => {
event.touches.forEach((touch) => {
console.log('Touch at', touch.x, touch.y);
});
});
// Raycasting (mouse picking)
app.mouse.on(pc.EVENT_MOUSEDOWN, (event) => {
const camera = app.root.findByName('camera');
const cameraComponent = camera.camera;
const from = cameraComponent.screenToWorld(
event.x,
event.y,
cameraComponent.nearClip
);
const to = cameraComponent.screenToWorld(
event.x,
event.y,
cameraComponent.farClip
);
const result = app.systems.rigidbody.raycastFirst(from, to);
if (result) {
console.log('Hit:', result.entity.name);
result.entity.model.material.emissive = new pc.Color(1, 0, 0);
}
});Play skeletal animations and tweens.
Skeletal animation:
// Load animated model
const modelAsset = new pc.Asset('character', 'container', {
url: '/models/character.glb'
});
app.assets.add(modelAsset);
modelAsset.ready((asset) => {
const entity = asset.resource.instantiateRenderEntity();
app.root.addChild(entity);
// Get animation component
entity.addComponent('animation', {
assets: [asset],
speed: 1.0,
loop: true,
activate: true
});
// Play specific animation
entity.animation.play('Walk', 0.2); // 0.2s blend time
// Later, transition to run
entity.animation.play('Run', 0.5);
});
app.assets.load(modelAsset);Property tweening:
// Animate position
entity.tween(entity.getLocalPosition())
.to({ x: 5, y: 2, z: 0 }, 2.0, pc.SineInOut)
.start();
// Animate rotation
entity.tween(entity.getLocalEulerAngles())
.to({ x: 0, y: 180, z: 0 }, 1.0, pc.Linear)
.loop(true)
.yoyo(true)
.start();
// Animate material color
const color = material.emissive;
app.tween(color)
.to(new pc.Color(1, 0, 0), 1.0, pc.SineInOut)
.yoyo(true)
.loop(true)
.start();
// Chain tweens
entity.tween(entity.getLocalPosition())
.to({ y: 2 }, 1.0)
.to({ y: 0 }, 1.0)
.delay(0.5)
.repeat(3)
.start();Wrap PlayCanvas in React components.
import React, { useEffect, useRef } from 'react';
import * as pc from 'playcanvas';
function PlayCanvasScene() {
const canvasRef = useRef(null);
const appRef = useRef(null);
useEffect(() => {
// Initialize
const app = new pc.Application(canvasRef.current);
appRef.current = app;
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
// Create scene
const camera = new pc.Entity('camera');
camera.addComponent('camera', {
clearColor: new pc.Color(0.1, 0.2, 0.3)
});
camera.setPosition(0, 0, 5);
app.root.addChild(camera);
const cube = new pc.Entity('cube');
cube.addComponent('model', { type: 'box' });
app.root.addChild(cube);
const light = new pc.Entity('light');
light.addComponent('light');
light.setEulerAngles(45, 0, 0);
app.root.addChild(light);
app.on('update', (dt) => {
cube.rotate(10 * dt, 20 * dt, 30 * dt);
});
app.start();
// Cleanup
return () => {
app.destroy();
};
}, []);
return (
<canvas
ref={canvasRef}
style={{ width: '100%', height: '100vh' }}
/>
);
}
export default PlayCanvasScene;Work with PlayCanvas Editor projects.
// Export from PlayCanvas Editor
// Download build files, then load in code:
import * as pc from 'playcanvas';
const app = new pc.Application(canvas);
// Load exported project config
fetch('/config.json')
.then(response => response.json())
.then(config => {
// Load scene
app.scenes.loadSceneHierarchy(config.scene_url, (err, parent) => {
if (err) {
console.error('Failed to load scene:', err);
return;
}
// Start application
app.start();
// Find entities by name
const player = app.root.findByName('Player');
const enemy = app.root.findByName('Enemy');
// Access scripts
player.script.myScript.doSomething();
});
});Reuse entities instead of creating/destroying.
class EntityPool {
constructor(app, count) {
this.app = app;
this.pool = [];
this.active = [];
for (let i = 0; i < count; i++) {
const entity = new pc.Entity('pooled');
entity.addComponent('model', { type: 'box' });
entity.enabled = false;
app.root.addChild(entity);
this.pool.push(entity);
}
}
spawn(position) {
let entity = this.pool.pop();
if (!entity) {
// Pool exhausted, create new
entity = new pc.Entity('pooled');
entity.addComponent('model', { type: 'box' });
this.app.root.addChild(entity);
}
entity.enabled = true;
entity.setPosition(position);
this.active.push(entity);
return entity;
}
despawn(entity) {
entity.enabled = false;
const index = this.active.indexOf(entity);
if (index > -1) {
this.active.splice(index, 1);
this.pool.push(entity);
}
}
}
// Usage
const pool = new EntityPool(app, 100);
const bullet = pool.spawn(new pc.Vec3(0, 0, 0));
// Later
pool.despawn(bullet);Reduce geometry for distant objects.
// Manual LOD switching
app.on('update', () => {
const distance = camera.getPosition().distance(entity.getPosition());
if (distance < 10) {
entity.model.asset = highResModel;
} else if (distance < 50) {
entity.model.asset = mediumResModel;
} else {
entity.model.asset = lowResModel;
}
});
// Or disable distant entities
app.on('update', () => {
entities.forEach(entity => {
const distance = camera.getPosition().distance(entity.getPosition());
entity.enabled = distance < 100;
});
});Combine static meshes to reduce draw calls.
// Enable static batching for entity
entity.model.batchGroupId = 1;
// Batch all entities with same group ID
app.batcher.generate([entity1, entity2, entity3]);Use compressed texture formats.
// When creating textures, use compressed formats
const texture = new pc.Texture(app.graphicsDevice, {
width: 512,
height: 512,
format: pc.PIXELFORMAT_DXT5, // GPU-compressed
minFilter: pc.FILTER_LINEAR_MIPMAP_LINEAR,
magFilter: pc.FILTER_LINEAR,
mipmaps: true
});Problem: Scene renders but nothing happens.
// ❌ Wrong - forgot to start
const app = new pc.Application(canvas);
// ... create entities ...
// Nothing happens!
// ✅ Correct
const app = new pc.Application(canvas);
// ... create entities ...
app.start(); // Critical!Problem: Modifying scene graph during iteration.
// ❌ Wrong - modifying array during iteration
app.on('update', () => {
entities.forEach(entity => {
if (entity.shouldDestroy) {
entity.destroy(); // Modifies array!
}
});
});
// ✅ Correct - mark for deletion, clean up after
const toDestroy = [];
app.on('update', () => {
entities.forEach(entity => {
if (entity.shouldDestroy) {
toDestroy.push(entity);
}
});
});
app.on('postUpdate', () => {
toDestroy.forEach(entity => entity.destroy());
toDestroy.length = 0;
});Problem: Not cleaning up loaded assets.
// ❌ Wrong - assets never cleaned up
function loadModel() {
const asset = new pc.Asset('model', 'container', { url: '/model.glb' });
app.assets.add(asset);
app.assets.load(asset);
// Asset stays in memory forever
}
// ✅ Correct - clean up when done
function loadModel() {
const asset = new pc.Asset('model', 'container', { url: '/model.glb' });
app.assets.add(asset);
asset.ready(() => {
// Use model
});
app.assets.load(asset);
// Clean up later
return () => {
app.assets.remove(asset);
asset.unload();
};
}
const cleanup = loadModel();
// Later: cleanup();Problem: Transforms not propagating correctly.
// ❌ Wrong - setting world transform on child
const parent = new pc.Entity();
const child = new pc.Entity();
parent.addChild(child);
child.setPosition(5, 0, 0); // Local position
parent.setPosition(10, 0, 0);
// Child is at (15, 0, 0) in world space
// ✅ Correct - understand local vs world
child.setLocalPosition(5, 0, 0); // Explicit local
// or
const worldPos = new pc.Vec3(15, 0, 0);
child.setPosition(worldPos); // Explicit worldProblem: Physics components don't work.
// ❌ Wrong - Ammo.js not loaded
const entity = new pc.Entity();
entity.addComponent('rigidbody', { type: pc.BODYTYPE_DYNAMIC });
// Error: Ammo is not defined
// ✅ Correct - ensure Ammo.js is loaded
const script = document.createElement('script');
script.src = 'https://cdn.jsdelivr.net/npm/ammo.js@0.0.10/ammo.js';
document.body.appendChild(script);
script.onload = () => {
Ammo().then((AmmoLib) => {
window.Ammo = AmmoLib;
// Now physics works
const entity = new pc.Entity();
entity.addComponent('rigidbody', { type: pc.BODYTYPE_DYNAMIC });
entity.addComponent('collision', { type: 'box' });
});
};Problem: Canvas doesn't fill container or respond to resize.
// ❌ Wrong - fixed size canvas
const canvas = document.createElement('canvas');
canvas.width = 800;
canvas.height = 600;
// ✅ Correct - responsive canvas
const canvas = document.createElement('canvas');
const app = new pc.Application(canvas);
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
window.addEventListener('resize', () => app.resizeCanvas());const app = new pc.Application(canvas);
app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);
app.start();const entity = new pc.Entity('name');
entity.addComponent('model', { type: 'box' });
entity.setPosition(x, y, z);
app.root.addChild(entity);app.on('update', (dt) => {
// Logic here
});const asset = new pc.Asset('name', 'type', { url: '/path' });
app.assets.add(asset);
asset.ready(() => { /* use asset */ });
app.assets.load(asset);Related Skills: For lower-level WebGL control, reference threejs-webgl. For React integration patterns, see react-three-fiber. For physics-heavy simulations, reference babylonjs-engine.
© freshtechbro, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 12 other files (scripts, references, assets) in .claude/skills/playcanvas-engine of freshtechbro/claudedesignskills.
Open the folder on GitHubat commit 1da73fe
Playcanvas Engine next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Playcanvas Engine this skillfreshtechbro/claudedesignskills | 986 | — | ~5.7k | Automated safety check: Pass | MIT | |
| Game Assetsglifxyz/glif-mcp-server | 212 | — | ~831 | Automated safety check: Pass | MIT | |
| Engine Selectionsickn33/agentic-awesome-skills | 47k | 1 repos | ~1.2k | Automated safety check: Pass | MIT | |
| Game Developmentsickn33/agentic-awesome-skills | 47k | 1 repos | ~1.3k | Automated safety check: Pass | MIT | |
| Web Gamessickn33/agentic-awesome-skills | 47k | 1 repos | ~1.1k | Automated safety check: Pass | MIT | |
| Build Vesperfall Review Assetsnirholas/three.ws | 226 | 1 repos | ~870 | Automated safety check: Pass | Apache-2.0 |
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
sickn33/agentic-awesome-skills
Selects game engines and frameworks by platform, genre, and architecture (full canvas shell vs hybrid DOM shell + guest viewport).
sickn33/agentic-awesome-skills
Game development orchestrator. An agent skill from sickn33/agentic-awesome-skills.
sickn33/agentic-awesome-skills
Web browser game development. An agent skill from sickn33/agentic-awesome-skills.
nirholas/three.ws
Build truthful Vesperfall asset-library review pairs from transparent PNG references and live Three.js, FBX, or img2threejs models.
nirholas/three.ws
Build, extend, or audit production-linked browser map editors for Three.js and isometric games.
freshtechbro/claudedesignskills
Guides use of Anime.js for timeline sequences, stagger effects, SVG morphing and keyframe animation on DOM elements, CSS, SVG and JavaScript objects.
freshtechbro/claudedesignskills
Adds animated page transitions to multi-page sites with Barba.js, covering the wrapper and container markup, lifecycle hooks, views and GSAP integration.
freshtechbro/claudedesignskills
Exports and optimizes Blender 3D models and animations for the web as glTF, covering batch Python scripting, texture baking, decimation and LOD generation for Three.js and Babylon.js.
freshtechbro/claudedesignskills
Covers GSAP tweens and timelines and the ScrollTrigger plugin for scroll-driven animation, including pinning, scrubbing, parallax and horizontal scroll sections.
freshtechbro/claudedesignskills
A guide to the Locomotive Scroll library for smooth scrolling, parallax, viewport detection, sticky elements and GSAP ScrollTrigger integration.
freshtechbro/claudedesignskills
Implements After Effects Lottie animations in web and React apps: picking JSON or dotLottie format, a rendering library, and a data source, with an optimizer script.
Works with
Categories
Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration. Playcanvas Engine is an agent skill from freshtechbro/claudedesignskills. Lightweight WebGL/WebGPU game engine with entity-component architecture and visual editor integration.
Playcanvas Engine fits situations like: building browser-based games; interactive 3D applications; performance-critical web experiences; tasks involving PlayCanvas.
Run `npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a claude-code`. Or copy the skill folder (.claude/skills/playcanvas-engine in freshtechbro/claudedesignskills) into .claude/skills/playcanvas-engine in your project. Claude Code loads it when a task matches its description.
Run `npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a codex`. Or copy the skill folder (.claude/skills/playcanvas-engine in freshtechbro/claudedesignskills) into .agents/skills/playcanvas-engine in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add freshtechbro/claudedesignskills --skill playcanvas-engine -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/playcanvas-engine, .gemini/skills/playcanvas-engine, .github/skills/playcanvas-engine and .opencode/skills/playcanvas-engine in your project.
Going by SKILL.md and its folder, Playcanvas Engine needs JavaScript and Python for the scripts in its folder. Our summary lists: Python 3; Node.js.
SKILL.md names 7 domains. In commands or code: cdn.jsdelivr.net; the agent is likely to contact it when it follows the instructions. As links in the text: api.playcanvas.com, developer.playcanvas.com, playcanvas.github.io, playcanvas.com, github.com and forum.playcanvas.com. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Playcanvas Engine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 5.7k tokens (SKILL.md is roughly 23k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 14k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Playcanvas Engine: Game Assets (glifxyz/glif-mcp-server, 212 stars), Engine Selection (sickn33/agentic-awesome-skills, 47k stars), Game Development (sickn33/agentic-awesome-skills, 47k stars) and Web Games (sickn33/agentic-awesome-skills, 47k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
freshtechbro (a GitHub user) maintains it in freshtechbro/claudedesignskills, which has 986 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on November 20, 2025.
Source: freshtechbro/claudedesignskills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.