3d-games
Scannednpx machina-cli add skill vudovn/antigravity-kit/3d-games --openclaw3D 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.
Source
git clone https://github.com/vudovn/antigravity-kit/blob/main/.agent/skills/game-development/3d-games/SKILL.mdView on GitHub Overview
3D game development fundamentals cover rendering pipeline, shader usage, physics, cameras, and lighting. This skill helps engineers design efficient, believable 3D experiences by selecting appropriate techniques, optimizing performance, and avoiding common anti-patterns. It ties together practical workflows like LOD, culling, and camera behavior.
How This Skill Works
The skill groups core concepts into pillars: Rendering Pipeline, Shader Principles, 3D Physics, Camera Systems, Lighting, and LOD, plus anti-patterns. Each pillar describes techniques, trade-offs, and concrete implementation hints. Practitioners apply this structure to architect scalable 3D systems from asset handling to runtime rendering.
When to Use It
- Planning a new 3D engine or game and choosing rendering and physics strategies.
- Implementing custom shaders for special effects or stylized rendering.
- Modeling physics with simple colliders and using raycasting for line-of-sight.
- Designing camera systems for different gameplay styles (TPS, FPS, isometric, orbital).
- Optimizing large 3D worlds with LOD, frustum culling, batching, and baked shadows.
Quick Start
- Step 1: Outline rendering pipeline stages and set targets for culling and LOD.
- Step 2: List material shaders and decide if custom shaders are needed for effects.
- Step 3: Choose collision shapes, pick camera types for gameplay, and plan shadow strategy.
Best Practices
- Prioritize frustum culling and occlusion culling to skip off-screen or hidden geometry.
- Use proper Level of Detail (LOD) progression with distance-based detail for performance.
- Batch draw calls to minimize state changes and GPU overhead.
- Choose simple collision shapes (box, sphere, capsule) and minimize mesh colliders; apply layer-based filtering.
- Profile and optimize shaders; prefer baked or blob shadows when real-time shadows are too costly.
Example Use Cases
- A third-person action game with smooth camera follow and capsule character collider.
- An open-world scene using LOD, frustum occlusion, and batching to maintain high FPS.
- Stylized water and portal effects implemented with custom shaders.
- Terrain with simplified collision shapes and raycasting for LOS checks.
- A mobile title using baked shadows to save rendering cost.