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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原文涵盖的主题
- 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
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- 来源仓库
- edgegap/llm-agent-skills
- 源文件
- skills/edgegap-threejs/SKILL.md
- 固定版本
- fd510ba826ea29ab359e70e185d2e650ef6827de
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原作者:edgegap/llm-agent-skills · 原作者仓库元数据。文档核查:未核查。最近来源检查:2026-11-11T08:01:42.940Z。
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