3d-building-mechanics
Complete Three.js building system with spatial indexing, structural physics, and multiplayer networking. Use for survival/crafting games, sandbox games, multiplayer construction, or any 3D building mechanics.
Best use case
3d-building-mechanics is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Complete Three.js building system with spatial indexing, structural physics, and multiplayer networking. Use for survival/crafting games, sandbox games, multiplayer construction, or any 3D building mechanics.
Teams using 3d-building-mechanics 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-building-mechanics/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How 3d-building-mechanics Compares
| Feature / Agent | 3d-building-mechanics | 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?
Complete Three.js building system with spatial indexing, structural physics, and multiplayer networking. Use for survival/crafting games, sandbox games, multiplayer construction, or any 3D building mechanics.
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 Building Mechanics - Advanced Skill
Complete Three.js building system with performance optimization, structural physics, and multiplayer networking.
## When to Use This Skill
Use when building:
- Survival/crafting games with base building
- Creative sandbox games
- Multiplayer construction games
- Any 3D building mechanics in Three.js
## Quick Start
```javascript
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
import { ClientPrediction } from './scripts/client-prediction.js';
// Set up spatial indexing
const spatialIndex = new SpatialHashGrid(10);
// Set up structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
// For multiplayer - client prediction
const prediction = new ClientPrediction(buildingSystem);
```
## File Structure
```
references/
performance-at-scale.md - Spatial partitioning, chunks, instancing
structural-physics-advanced.md - Arcade vs heuristic vs realistic
multiplayer-networking.md - Authority models, delta sync, conflicts
scripts/
spatial-hash-grid.js - O(1) spatial queries for uniform distribution
octree.js - Adaptive spatial queries for clustered bases
chunk-manager.js - World streaming for large maps
performance-profiler.js - Benchmarking utilities
heuristic-validator.js - Fast stability checking (Fortnite/Rust/Valheim)
stability-optimizer.js - Caching and batch updates
damage-propagation.js - Damage states, cascading collapse
physics-engine-lite.js - Optional realistic physics
delta-compression.js - Only send what changed
client-prediction.js - Optimistic placement with rollback
conflict-resolver.js - Handle simultaneous builds
building-network-manager.js - Complete server/client networking
```
## Key Patterns
### Spatial Indexing Decision
- <1,000 pieces: Simple array
- 1,000-5,000 uniform: SpatialHashGrid
- 1,000-5,000 clustered: Octree
- 5,000+: ChunkManager + Octree per chunk
### Structural Physics Modes
- **Arcade** (Fortnite): Connectivity only, instant collapse
- **Heuristic** (Rust/Valheim): Stability %, predictable rules
- **Realistic**: Full stress/strain, computationally expensive
### Multiplayer Authority
- Server-authoritative with client prediction
- Delta compression (only send changes)
- Conflict resolution: first-write, timestamp, or lock-basedRelated Skills
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