SKILL

edgegap-threejs

Three.js / browser game + Edgegap: make a JavaScript web game multiplayer with an authoritative Node.js WebSocket server per match and the Edgegap matchmaker called from the page, end to end. Load this before using any Edgegap MCP tool on a Three.js, Babylon.js, PlayCanvas engine, Phaser or plain canvas/WebGL game that has (or needs) its own ws server rather than Colyseus or Nakama. Templates verified on Edgegap with five Three.js games (shooter, racer, 2v2 soccer, light cycles, sumo): a room with phases, bots, fixed tick and snapshots, self-stop, matchmaker teams, a no-build Three.js client with Find Match on the Edgegap JS SDK, wss retry, Dockerfile, WS + TLS Upgrade versions, one image for several games, a multi-profile matchmaker config, headless e2e scripts. Use for "make my three.js game multiplayer", "host my browser game server", "Find Match for a web game", "wss from an https page", "several mini-games on one matchmaker", or debugging them. Colyseus: edgegap-colyseus; Manus: e

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Excerpt from the author’s documentation

Extracted from a fixed version of SKILL.md in its original language. This is the author’s documentation; installation, compatibility and runtime results have not been verified by this site.

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Topics in the source

  • Edgegap for Three.js and other browser games: one Node.js server per match
  • How to work
  • Phase 0: Understand the game
  • Phase 1: Authoritative server, local
  • Phase 2: Browser client
  • Phase 3: Image, app version, one direct deployment
  • Phase 4: Matchmaker
  • Phase 5: End-to-end test and hand-off

Goal: a browser game where each match runs on its own authoritative Node.js server on Edgegap, near its players. Players click Find match, the page asks Edgegap's matchmaker for a ticket through the official Edgegap JS SDK (@edgegap/sdk), the matchmaker starts a server and returns wss:// .pr.edgegap.net: , everyone plays, and the server stops its own deployment when the match is over. Done means real clients played a whole match on one Edgegap deployment that then stopped itself, not that the image builds. Verified on Edgegap on 2026-10-22 with netcode-sample-threejs-minigames: five Three.js games (top-down shooter, kart racer, 2v2 soccer with matchmaker teams, light cycles, sumo brawler) from one image, one app version per game and one matchmaker with a profile per game. Headless players queued through the matchmaker landed on one deployment per game, played full matches over wss with TLS Upgrade, and every deployment stopped itself about 17 s after its match; deployments whose matched players never connected stopped after 120 s; a direct deployment (no matchmaker) did the same. The templates in assets/ are that repo's shared files plus a skeleton game. Not run on Edgegap: Babylon

This is an excerpt. Refer to the complete source and its current requirements.

Source repository
edgegap/llm-agent-skills
Source file
skills/edgegap-threejs/SKILL.md
Fixed revision
fd510ba826ea29ab359e70e185d2e650ef6827de
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Author: edgegap/llm-agent-skills · original repository metadata. Documentation review: Not reviewed. Last source check: 2026-11-11T08:01:42.940Z.

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