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What's inside
- Skill name
3d-games- Description
- 3D game development principles. Rendering, shaders, physics, cameras.
- License
- MIT
- Allowed tools
- Read,, Write,, Edit,, Glob,, Grep
- Instructions
- 134 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first 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
From reikiplanet/daoskills, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Feb 28, 2026 (8 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/reikiplanet/daoskills
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
3d-games skill. Agent Mart. https://agentmart.dev/skills/reikiplanet-3d-games (last updated 2026-10-24)