Search

PythonReactSEOPDF
GitHub Skill

3d-games

3D game development principles. Rendering, shaders, physics, cameras.

whodaniel☆ 2 Repository stars0 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

View source ↗Guides

Skill instructions

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.

Examples

Read the usage examples in the source repository.

View source ↗

Source history

Indexed on
2026-01-20
Index updated
2026-01-26
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

GitHub ↗

chat Comments (0)

chat_bubble_outline

No comments yet. Be the first to share your thoughts!