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. ## When to Use This skill is applicable to execute the workflow or actions described in the overview.
Related Skills
accessibility-games
Game accessibility skill for colorblind modes and control remapping.
2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
bgo
Automates the complete Blender build-go workflow, from building and packaging your extension/add-on to removing old versions, installing, enabling, and launching Blender for quick testing and iteration.
address-parser
Parse unstructured addresses into structured components - street, city, state, zip, country with validation.
adding-stacks
Use when adding a new framework/stack to create-faster CLI tool - addresses copy-first mentality, incomplete implementations, and missing dependencies
adding-phases
Use this skill to add planned work discovered during execution to the end of the current milestone in the roadmap. This skill appends sequential phases to the current milestone's phase list, automatically calculating the next phase number. Triggers include "add phase", "append phase", "new phase", and "create phase". This skill updates ROADMAP.md and STATE.md accordingly.
adding-persistent-event
Adds a new type of event that gets persisted to the event log. Use this when adding new kinds of write operations to the system or when adding new events to existing code.
adding-localizable-strings
Adds new human-readable strings that are translated into users' languages.
adding-a-new-app-route
Fully wires up a new route with required boilerplate, following this repo's conventions for subapps. Use when user wants to add a new route or app or subapp or page or screen.
add_type
gwexpyに新しい配列型(Array/Series/Field)とコレクションを実装する
add-vault-protocol
Add support for a new ERC-4626 vault protocol. Use when the user wants to integrate a new vault protocol like IPOR, Plutus, Morpho, etc. Requires vault smart contract address, protocol name, and protocol slug as inputs.
add-tts
Adds text-to-speech audio help to a feature using the TTS system. Use when adding voice narration, audio feedback, or spoken instructions to any part of the app.