3D games skill
3D game development principles.
by davila7·MIT license·★ 32,299 Stars on the repo·GitHub ↗
Use now
npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/3d-games#main ~/.claude/skills/3d-gamesChecked ·commit main
Files of 3D games
SKILL.md
Show the full text136 lines
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.
| 1 | |
| 2 | name 3d-games |
| 3 | description 3D game development principles. Rendering, shaders, physics, cameras. |
| 4 | allowed-tools Read, Write, Edit, Glob, Grep |
| 5 | |
| 6 | |
| 7 | # 3D Game Development |
| 8 | |
| 9 | > Principles for 3D game systems. |
| 10 | |
| 11 | |
| 12 | |
| 13 | ## 1. Rendering Pipeline |
| 14 | |
| 15 | ### Stages |
| 16 | |
| 17 | |
| 18 | 1. Vertex Processing → Transform geometry |
| 19 | 2. Rasterization → Convert to pixels |
| 20 | 3. Fragment Processing → Color pixels |
| 21 | 4. Output → To screen |
| 22 | |
| 23 | |
| 24 | ### Optimization Principles |
| 25 | |
| 26 | | 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 | |
| 32 | |
| 33 | |
| 34 | |
| 35 | ## 2. Shader Principles |
| 36 | |
| 37 | ### Shader Types |
| 38 | |
| 39 | | Type | Purpose | |
| 40 | |------|---------| |
| 41 | | **Vertex** | Position, normals | |
| 42 | | **Fragment/Pixel** | Color, lighting | |
| 43 | | **Compute** | General computation | |
| 44 | |
| 45 | ### When to Write Custom Shaders |
| 46 | |
| 47 | Special effects (water, fire, portals) |
| 48 | Stylized rendering (toon, sketch) |
| 49 | Performance optimization |
| 50 | Unique visual identity |
| 51 | |
| 52 | |
| 53 | |
| 54 | ## 3. 3D Physics |
| 55 | |
| 56 | ### Collision Shapes |
| 57 | |
| 58 | | Shape | Use Case | |
| 59 | |-------|----------| |
| 60 | | **Box** | Buildings, crates | |
| 61 | | **Sphere** | Balls, quick checks | |
| 62 | | **Capsule** | Characters | |
| 63 | | **Mesh** | Terrain (expensive) | |
| 64 | |
| 65 | ### Principles |
| 66 | |
| 67 | Simple colliders, complex visuals |
| 68 | Layer-based filtering |
| 69 | Raycasting for line-of-sight |
| 70 | |
| 71 | |
| 72 | |
| 73 | ## 4. Camera Systems |
| 74 | |
| 75 | ### Camera Types |
| 76 | |
| 77 | | Type | Use | |
| 78 | |------|-----| |
| 79 | | **Third-person** | Action, adventure | |
| 80 | | **First-person** | Immersive, FPS | |
| 81 | | **Isometric** | Strategy, RPG | |
| 82 | | **Orbital** | Inspection, editors | |
| 83 | |
| 84 | ### Camera Feel |
| 85 | |
| 86 | Smooth following (lerp) |
| 87 | Collision avoidance |
| 88 | Look-ahead for movement |
| 89 | FOV changes for speed |
| 90 | |
| 91 | |
| 92 | |
| 93 | ## 5. Lighting |
| 94 | |
| 95 | ### Light Types |
| 96 | |
| 97 | | Type | Use | |
| 98 | |------|-----| |
| 99 | | **Directional** | Sun, moon | |
| 100 | | **Point** | Lamps, torches | |
| 101 | | **Spot** | Flashlight, stage | |
| 102 | | **Ambient** | Base illumination | |
| 103 | |
| 104 | ### Performance Consideration |
| 105 | |
| 106 | Real-time shadows are expensive |
| 107 | Bake when possible |
| 108 | Shadow cascades for large worlds |
| 109 | |
| 110 | |
| 111 | |
| 112 | ## 6. Level of Detail (LOD) |
| 113 | |
| 114 | ### LOD Strategy |
| 115 | |
| 116 | | Distance | Model | |
| 117 | |----------|-------| |
| 118 | | Near | Full detail | |
| 119 | | Medium | 50% triangles | |
| 120 | | Far | 25% or billboard | |
| 121 | |
| 122 | |
| 123 | |
| 124 | ## 7. Anti-Patterns |
| 125 | |
| 126 | | ❌ 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 | |
| 132 | |
| 133 | |
| 134 | |
| 135 | > **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself. |
| 136 |
Discussion
Alternatives
“How It Works” Educational DioramasCreate a clear, 45° top-down isometric miniature 3D educational diorama explaining [PROCESS / CONCEPT].3D web experienceExpert in building 3D experiences for the web - Three.js, React Three Fiber, Spline, WebGL, and interactive 3D scenes. Covers product configurators, 3D portfolios, immersive websites, and bringing depth to web experiences. Use when: 3D website, three.js, WebGL, react three fiber, 3D experience.3D character render in high end disney pixar styleThis prompt outlines the creation of a high-end Pixar/Disney style 3D character render, based on the man in the provided photo. It specifies preserving his exact facial features, hairstyle, beard, and striped shirt with the logo. The character is to be depicted standing full-body on a clean white studio background, utilizing soft, even lighting and a subtle shadow to achieve an ultra-sharp, 4K photoreal cartoon finish.3D city promptHyper-realistic 3D square diorama of ${city_name:Istanbul}, carved out with exposed soil cross-section beneath showing rocks, roots, and earth layers.
Browse more free Claude skills or everything in Content creator.