3D Game Development Principles
3D games

3D game development principles. Rendering, shaders, physics, cameras.
--- name: 3d-games description: 3D game development principles. Rendering, shaders, physics, cameras. allowed-tools: Read, Write, Edit, Glob, Grep --- # 3D Game Development > Principles for 3D game systems. --- ## 1. Rendering Pipeline ### Stages ``` 1. Vertex Processing → Transform geometry
Overview
3D game development principles. Rendering, shaders, physics, cameras.
Manual install (npx, ZIP)
Claude Code
npx skills add davila7/claude-code-templates --skill 3d-games -g -a claude-codeClaude Code (degit)
npx degit davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/3d-games#main ~/.claude/skills/3d-gamesClaude.ai / desktop
Codex, Cursor, other agents
Connects with Agent Alley MCP · agentalley.io/mcp
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SKILL.md
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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 |
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