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3d-games

3d-games

github.com/sickn33Development48.7k42 installsUpdated today
Repository

About 3d-games

3d-games is a development skill for implementing and profiling 3D game systems. It covers rendering, shaders, physics, cameras, lighting, and level-of-detail choices, with guidance on optimization and verification.

Key features

  1. 01Rendering pipeline and optimization
  2. 02Shader selection and custom shader guidance
  3. 03Collision shapes and physics principles
  4. 04Camera types and movement feel
  5. 05Lighting and shadow considerations
  6. 06Distance-based level of detail

Use cases

  1. 01Profiling a 3D rendering pipeline
  2. 02Implementing visual effects with shaders
  3. 03Choosing colliders for game objects
  4. 04Designing camera or lighting behavior

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/sickn33/agentic-awesome-skills --skill 3d-games

After installing, type/3d-gamesin Claude Code to confirm it loaded.

Details

From the project README

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
TechniquePurpose
Frustum cullingDon't render off-screen
Occlusion cullingDon't render hidden
LODLess detail at distance
BatchingCombine draw calls

2. Shader Principles

Shader Types
TypePurpose
VertexPosition, normals
Fragment/PixelColor, lighting
ComputeGeneral 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
ShapeUse Case
BoxBuildings, crates
SphereBalls, quick checks
CapsuleCharacters
MeshTerrain (expensive)
Principles
  • Simple colliders, complex visuals
  • Layer-based filtering
  • Raycasting for line-of-sight

4. Camera Systems

Camera Types
TypeUse
Third-personAction, adventure
First-personImmersive, FPS
IsometricStrategy, RPG
OrbitalInspection, editors
Camera Feel
  • Frame-rate-independent smoothing; test camera collision and teleports
  • Collision avoidance
  • Look-ahead for movement
  • FOV changes for speed

5. Lighting

Light Types
TypeUse
DirectionalSun, moon
PointLamps, torches
SpotFlashlight, stage
AmbientBase illumination
Performance Consideration
  • Real-time shadows are expensive
  • Bake when possible
  • Shadow cascades for large worlds

6. Level of Detail (LOD)

LOD Strategy
DistanceModel
NearFull detail
MediumReduced detail based on measured visual error
FarLow-detail mesh or billboard when visually appropriate

7. Anti-Patterns

❌ Don't✅ Do
Mesh colliders everywhereSimple shapes
Real-time shadows on mobileBaked or blob shadows
One LOD for all distancesDistance-based LOD
Unoptimized shadersProfile and simplify

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

When to Use

Use when implementing or profiling a 3D rendering pipeline, shaders, colliders, cameras, lighting or level-of-detail transitions.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

Verification

Treat tables as design starting points, not guarantees. Prototype the selected mechanic, test accessibility and recovery paths, and measure frame timing, memory and behavior on target hardware before claiming completion. Store submission and licensing requirements must be checked against current official platform documentation.

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