About building-mechanics
3D Building Mechanics is a skill and set of scripts for building systems in Three.js games. It covers spatial queries, structural stability, performance at scale, and multiplayer synchronization for game developers.
Key features
- 01Spatial hash grids and octrees
- 02Chunk loading and performance profiling
- 03Structural stability and damage propagation
- 04Optional realistic physics engine
- 05Delta synchronization and conflict resolution
Use cases
- 01Query nearby building pieces efficiently
- 02Validate building stability in a game
- 03Stream large building worlds
- 04Synchronize multiplayer construction
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ bbeierle12/ skill-mcp-claude --skill building-mechanicsAfter installing, type/building-mechanicsin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
_meta.jsonreferences/multiplayer-networking.mdperformance-at-scale.mdstructural-physics-advanced.mdscripts/building-network-manager.jschunk-manager.jsclient-prediction.jsconflict-resolver.jsdamage-propagation.jsdelta-compression.jsheuristic-validator.jsoctree.jsperformance-profiler.jsphysics-engine-lite.jsspatial-hash-grid.jsstability-optimizer.jsDetails
From the project README3D Building Mechanics
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
Quick Start
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
// Spatial indexing for fast queries
const spatialIndex = new SpatialHashGrid(10);
spatialIndex.insert(piece, piece.position);
const nearby = spatialIndex.queryRadius(position, 15);
// Structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
validator.addPiece(piece);
const canPlace = validator.validatePlacement(newPiece);
Reference Files
Read these for detailed implementation guidance:
references/performance-at-scale.md- Spatial partitioning, chunk loading, instancing, LODreferences/structural-physics-advanced.md- Arcade vs heuristic vs realistic physicsreferences/multiplayer-networking.md- Authority models, delta sync, conflict resolution
Scripts
Performance (references/performance-at-scale.md)
scripts/spatial-hash-grid.js- O(1) queries for uniform distributionscripts/octree.js- Adaptive queries for clustered basesscripts/chunk-manager.js- World streaming for large mapsscripts/performance-profiler.js- Benchmarking utilities
Structural Physics (references/structural-physics-advanced.md)
scripts/heuristic-validator.js- Fast validation (Fortnite/Rust/Valheim modes)scripts/stability-optimizer.js- Caching and batch updatesscripts/damage-propagation.js- Damage states, cascading collapsescripts/physics-engine-lite.js- Optional realistic physics
Multiplayer (references/multiplayer-networking.md)
scripts/delta-compression.js- Only send changed statescripts/client-prediction.js- Optimistic placement with rollbackscripts/conflict-resolver.js- Handle simultaneous buildsscripts/building-network-manager.js- Complete server/client system
Key Patterns
Spatial Indexing Selection
| Pieces | Distribution | Use |
|---|---|---|
| <1,000 | Any | Array |
| 1-5k | Uniform | SpatialHashGrid |
| 1-5k | Clustered | Octree |
| 5k+ | Any | ChunkManager + Octree |
Physics Mode Selection
- Arcade (Fortnite): Connectivity only, instant collapse, best for combat
- Heuristic (Rust/Valheim): Stability %, predictable, best for survival
- Realistic: Full stress/strain, expensive, best for engineering sims
Multiplayer Pattern
Server-authoritative with client prediction. Use delta compression for sync.
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