3d-games

Principles for 3D game systems.

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Install skill "3d-games" with this command: npx skills add majiayu000/claude-skill-registry/majiayu000-claude-skill-registry-3d-games

3D Game Development

Principles for 3D game systems.

  1. Rendering Pipeline

Stages

  1. Vertex Processing → Transform geometry
  2. Rasterization → Convert to pixels
  3. Fragment Processing → Color pixels
  4. Output → To screen

Optimization Principles

Technique Purpose

Frustum culling Don't render off-screen

Occlusion culling Don't render hidden

LOD Less detail at distance

Batching Combine draw calls

  1. Shader Principles

Shader Types

Type Purpose

Vertex Position, normals

Fragment/Pixel Color, lighting

Compute General computation

When to Write Custom Shaders

  • Special effects (water, fire, portals)

  • Stylized rendering (toon, sketch)

  • Performance optimization

  • Unique visual identity

  1. 3D Physics

Collision Shapes

Shape Use Case

Box Buildings, crates

Sphere Balls, quick checks

Capsule Characters

Mesh Terrain (expensive)

Principles

  • Simple colliders, complex visuals

  • Layer-based filtering

  • Raycasting for line-of-sight

  1. Camera Systems

Camera Types

Type Use

Third-person Action, adventure

First-person Immersive, FPS

Isometric Strategy, RPG

Orbital Inspection, editors

Camera Feel

  • Smooth following (lerp)

  • Collision avoidance

  • Look-ahead for movement

  • FOV changes for speed

  1. Lighting

Light Types

Type Use

Directional Sun, moon

Point Lamps, torches

Spot Flashlight, stage

Ambient Base illumination

Performance Consideration

  • Real-time shadows are expensive

  • Bake when possible

  • Shadow cascades for large worlds

  1. Level of Detail (LOD)

LOD Strategy

Distance Model

Near Full detail

Medium 50% triangles

Far 25% or billboard

  1. Anti-Patterns

❌ Don't ✅ Do

Mesh colliders everywhere Simple shapes

Real-time shadows on mobile Baked or blob shadows

One LOD for all distances Distance-based LOD

Unoptimized shaders Profile and simplify

Remember: 3D is about illusion. Create the impression of detail, not the detail itself.

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