3D game development principles. Rendering, shaders, physics, cameras.
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npx mdskills install sickn33/3d-gamesProvides comprehensive 3D game development reference tables but lacks actionable instructions for agents
1---2name: 3d-games3description: 3D game development principles. Rendering, shaders, physics, cameras.4allowed-tools: Read, Write, Edit, Glob, Grep5---67# 3D Game Development89> Principles for 3D game systems.1011---1213## 1. Rendering Pipeline1415### Stages1617```181. Vertex Processing → Transform geometry192. Rasterization → Convert to pixels203. Fragment Processing → Color pixels214. Output → To screen22```2324### Optimization Principles2526| Technique | Purpose |27|-----------|---------|28| **Frustum culling** | Don't render off-screen |29| **Occlusion culling** | Don't render hidden |30| **LOD** | Less detail at distance |31| **Batching** | Combine draw calls |3233---3435## 2. Shader Principles3637### Shader Types3839| Type | Purpose |40|------|---------|41| **Vertex** | Position, normals |42| **Fragment/Pixel** | Color, lighting |43| **Compute** | General computation |4445### When to Write Custom Shaders4647- Special effects (water, fire, portals)48- Stylized rendering (toon, sketch)49- Performance optimization50- Unique visual identity5152---5354## 3. 3D Physics5556### Collision Shapes5758| Shape | Use Case |59|-------|----------|60| **Box** | Buildings, crates |61| **Sphere** | Balls, quick checks |62| **Capsule** | Characters |63| **Mesh** | Terrain (expensive) |6465### Principles6667- Simple colliders, complex visuals68- Layer-based filtering69- Raycasting for line-of-sight7071---7273## 4. Camera Systems7475### Camera Types7677| Type | Use |78|------|-----|79| **Third-person** | Action, adventure |80| **First-person** | Immersive, FPS |81| **Isometric** | Strategy, RPG |82| **Orbital** | Inspection, editors |8384### Camera Feel8586- Smooth following (lerp)87- Collision avoidance88- Look-ahead for movement89- FOV changes for speed9091---9293## 5. Lighting9495### Light Types9697| Type | Use |98|------|-----|99| **Directional** | Sun, moon |100| **Point** | Lamps, torches |101| **Spot** | Flashlight, stage |102| **Ambient** | Base illumination |103104### Performance Consideration105106- Real-time shadows are expensive107- Bake when possible108- Shadow cascades for large worlds109110---111112## 6. Level of Detail (LOD)113114### LOD Strategy115116| Distance | Model |117|----------|-------|118| Near | Full detail |119| Medium | 50% triangles |120| Far | 25% or billboard |121122---123124## 7. Anti-Patterns125126| ❌ Don't | ✅ Do |127|----------|-------|128| Mesh colliders everywhere | Simple shapes |129| Real-time shadows on mobile | Baked or blob shadows |130| One LOD for all distances | Distance-based LOD |131| Unoptimized shaders | Profile and simplify |132133---134135> **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.136
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