feat: HTML5 / PixiJS engine family (4th engine support)#79
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Production-validated in BagelMVP (POP! — Pang-style HTML5 mobile web game, PixiJS 8 + TypeScript 5 + Vite 5 + Vitest + Playwright 1.40). ## Adds **5 specialist agents** (.claude/agents/): - html5-specialist (primary; browser API, platform architecture) - pixijs-specialist (PixiJS 8 scene graph + TypeScript quality) - web-build-specialist (Vite, bundle budgets, PWA, CI) - webgl-shader-specialist (GLSL filters, WebGL2/WebGPU dual-target) - playwright-e2e-specialist (browser e2e, mobile emulation, screenshot regression) **Engine reference doc set** (docs/engine-reference/html5/): - VERSION.md, PLUGINS.md, breaking-changes.md, deprecated-apis.md, current-best-practices.md - modules/: rendering, physics, audio, input, ui, animation, navigation, networking, build **setup-engine skill extension** (.claude/skills/setup-engine/SKILL.md): - HTML5 added to Question 1 (prior experience) and engine recommendation matrix - Genre/platform rules updated (mobile-web, hypercasual, .io, playable ads) - Appendix B: HTML5 Tech Stack templates (TS / Vanilla JS), naming conventions, specialist routing, performance budgets, forbidden patterns ## Modifies - README.md: 49→54 agent counts, engine table extended (4th row); also corrects Godot row (was missing C# sub-specialist). - docs/engine-reference/README.md: Supported Engine Families table, notes that html5/ tracks a combined runtime (browser + Pixi + Vite + Playwright) rather than a single product. - docs/CLAUDE.md: Generalize engine-ref pointer from godot-only to multi-engine (collateral improvement enabling 4-engine awareness). ## Policy TypeScript code quality is absorbed into pixijs-specialist (no separate typescript-specialist agent) per ADR-0001 (paired PR — Engine Specialist Separation Policy). Same rationale as Unity (single language) vs Godot (two co-existing languages need separate specialists). ## Excluded from PR (fork-only) - tools/verify_html5_extension.py (internal verification script) - .claude/settings.json cleanup (fork-specific Bash permissions) - README "Forked from..." slogan Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Summary
Adds HTML5 / PixiJS as the 4th engine family supported by the studio template. Brings agent count from 49 → 54 and ships a complete engine-reference doc set for browser game development.
Production-validated in BagelMVP (POP! — a Pang-style HTML5 mobile web game). Stack: PixiJS 8 + TypeScript 5 + Vite 5 + Vitest + Playwright 1.40. Agents authored design docs, reviewed code, and supported the production pipeline before promotion.
Type of Change
Changes
5 specialist agents (.claude/agents/):
html5-specialist— primary (browser APIs, platform architecture: PWA / SPA / Capacitor, distribution: itch.io / PWA / wrapped native)pixijs-specialist— PixiJS 8 scene graph, Assets, Filters, Ticker, ParticleContainer, Federated events; also owns TypeScript code quality (per paired ADR-0001)web-build-specialist— Vite, bundle budgets, asset pipeline, PWA, CIwebgl-shader-specialist— Custom GLSL filters, WebGL2/WebGPU dual-targetplaywright-e2e-specialist— Browser e2e, mobile device emulation, viewport/touch simulation, screenshot regressionEngine reference doc set (docs/engine-reference/html5/):
new Application({...}),interactive: true,.beginFill().endFill())setup-engine skill extension (.claude/skills/setup-engine/SKILL.md):
Reference doc updates:
.claude/docs/agent-roster.md— adds HTML5 to Engine Leads + new "HTML5 / Web Sub-Specialists" subsection.claude/docs/agent-coordination-map.md— adds HTML5 specialist tree under Engine Specialists blockdocs/engine-reference/README.md— "Supported Engine Families" table + note that html5/ tracks a combined runtime (browser + Pixi + Vite + Playwright)docs/CLAUDE.md— generalizes engine-ref pointer from godot-only to multi-engine awareREADME.md:
C#(godot-csharp-specialist exists but wasn't listed)Architectural decision
This PR absorbs TypeScript code quality into
pixijs-specialistrather than adding a separatetypescript-specialistagent. The reasoning is formalized in the paired PR (ADR-0001: Engine Specialist Separation Policy). Mechanical application: HTML5 has one language identity per project (TS OR Vanilla JS, picked at setup) — same as Unity's single-language situation → absorb.If ADR PR is rejected/deferred, the absorption decision stands on its own (single language → single specialist).
Checklist
.claude/skills/<name>/SKILL.md) — N/A (no new skill; setup-engine extended)grep -E(POSIX) and fail gracefully without jq/python — N/A (no hooks)Notes
Paired with PR ADR-0001: Engine Specialist Separation Policy (separate PR). Reviewable independently, but ADR provides the rationale for the TypeScript absorption choice.