3d-games
3D game development principles. Rendering, shaders, physics, cameras.
Best use case
3d-games is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
3D game development principles. Rendering, shaders, physics, cameras.
Teams using 3d-games should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/3d-games/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How 3d-games Compares
| Feature / Agent | 3d-games | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
3D game development principles. Rendering, shaders, physics, cameras.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# 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 | --- ## 2. 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 --- ## 3. 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 --- ## 4. 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 --- ## 5. 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 --- ## 6. Level of Detail (LOD) ### LOD Strategy | Distance | Model | |----------|-------| | Near | Full detail | | Medium | 50% triangles | | Far | 25% or billboard | --- ## 7. 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.
Related Skills
web-games
Web browser game development principles. Framework selection, WebGPU, optimization, PWA.
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
mobile-games
Mobile game development principles. Touch input, battery, performance, app stores.
2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
Phaser — HTML5 Game Framework for Browser Games
You are an expert in Phaser, the fast and feature-rich HTML5 game framework for making 2D games that run in web browsers and mobile devices. You help developers build arcade games, puzzle games, RPGs, platformers, and roguelikes using Phaser's scene system, physics engines (Arcade and Matter.js), sprite animations, tilemaps, tweens, particle effects, and input handling — with TypeScript support and Vite for modern development workflow.
epic-games-automation
Automate Epic Games tasks via Rube MCP (Composio). Always search tools first for current schemas.
axiom-ios-games
Use when building ANY 2D or 3D game, game prototype, or interactive simulation with SpriteKit, SceneKit, or RealityKit. Covers scene graphs, ECS architecture, physics, actions, game loops, rendering, SwiftUI integration, SceneKit migration.
Daily Logs
Record the user's daily activities, progress, decisions, and learnings in a structured, chronological format.
Socratic Method: The Dialectic Engine
This skill transforms Claude into a Socratic agent — a cognitive partner who guides
Sokratische Methode: Die Dialektik-Maschine
Dieser Skill verwandelt Claude in einen sokratischen Agenten — einen kognitiven Partner, der Nutzende durch systematisches Fragen zur Wissensentdeckung führt, anstatt direkt zu instruieren.
College Football Data (CFB)
Before writing queries, consult `references/api-reference.md` for endpoints, conference IDs, team IDs, and data shapes.
College Basketball Data (CBB)
Before writing queries, consult `references/api-reference.md` for endpoints, conference IDs, team IDs, and data shapes.