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3d Games

skill-matthewbspeicher-remembr-dev-3d-games · by matthewbspeicher

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

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$ agentstack add skill-matthewbspeicher-remembr-dev-3d-games

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
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  • Dangerous shell & filesystem operations
  • Untrusted network calls
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Claude CodeClaude Desktop

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About

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.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.