phaser4-gamedev

Installation
SKILL.md

Phaser 4 Game Development

Build 2D browser games using Phaser 4's WebGL-first renderer, scene model, and updated rendering APIs.

Philosophy: Renderer-Aware, Asset-Exact

Phaser 4 is not Phaser 3 with a few renamed methods. The renderer, filter model, shader assumptions, texture orientation, and batching behavior changed. Good Phaser 4 work starts by choosing the right rendering path and measuring assets before code is written.

Before coding, ask:

  • Is this a new Phaser 4 feature or a Phaser 3 migration?
  • Does this feature stay on standard game object APIs, or does it depend on filters, shaders, lighting, or custom rendering?
  • What is the asset source of truth: exact frame size, spacing, margin, atlas bounds, and texture orientation?
  • Is the bottleneck CPU object churn, GPU fill rate, or batch breaking?
  • Would SpriteGPULayer, TilemapGPULayer, RenderTexture, or a plain Sprite solve this more cleanly?
Installs
3
GitHub Stars
134
First Seen
May 24, 2026
phaser4-gamedev — chongdashu/vibejam-starter-pack