3d-games
Learn foundational 3D game systems covering rendering stages, shader types, collision shapes, and camera mechanics. This skill covers optimization strategies like frustum culling and LOD, lighting approaches, and common pitfalls to avoid when building immersive 3D experiences.
3d-games teaches core principles for rendering, shaders, physics, and cameras in 3D game development.
AI-generated summary based on this skill's SKILL.md
Install
vudovn/ag-kit/3d-games · repository language: TypeScript
git clone https://github.com/vudovn/ag-kit
cp -r ag-kit/.agents/skills/game-development/3d-games ~/.claude/skills/3d-gamesnpx skillfed install vudovn/ag-kit/3d-gamesFrequently asked questions
AI-generated answers based on this skill's SKILL.md and metadata
How do I build a 3D game rendering pipeline?
3d-games covers the complete rendering pipeline from scene setup through final frame output. You'll learn how cameras project 3D world geometry into 2D screen space, how the GPU rasterizes triangles, and where shaders fit into each stage. The skill explains vertex processing, fragment shading, and post-processing, plus optimization points like frustum culling and draw call batching to keep performance smooth across platforms.
What shader types should I write for custom visual effects?
3d-games teaches when and how to write custom shaders, starting with vertex and fragment shader fundamentals. You'll learn to distinguish between use cases—vertex shaders for deformation and lighting prep, fragment shaders for per-pixel effects like toon shading or stylized rendering. The skill shows common patterns (normal mapping, parallax mapping) and explains the performance trade-offs of custom vs. built-in shader approaches.
How can I optimize 3D graphics performance in my game?
3d-games covers multiple optimization strategies: frustum culling removes off-screen geometry before rendering, level-of-detail (LOD) swaps high-poly models for simpler versions at distance, and draw call batching groups similar objects to reduce GPU overhead. The skill also addresses collision system efficiency and lighting choices (real-time vs. baked shadows), helping you identify which bottlenecks matter most for your target platform.
What collision shapes and physics principles work best for games?
3d-games covers efficient collision detection including capsule shapes for characters, box and sphere primitives for general objects, and raycasting for line-of-sight checks. You'll learn how to design collision layers to reduce unnecessary checks and understand physics response—when to use kinematic vs. dynamic bodies. The skill emphasizes practical trade-offs between accuracy and performance for real-time gameplay.
How do I implement a smooth third-person camera system?
3d-games explains camera fundamentals and camera-type selection, including third-person implementation patterns. You'll learn how to position the camera relative to the player, handle collision avoidance when the camera clips into geometry, and apply smoothing to avoid jarring transitions. The skill covers common pitfalls like gimbal lock and shows how to achieve responsive, immersive camera feel.
Should I use real-time or baked shadows in my 3D game?
3d-games covers both lighting approaches and their trade-offs. Real-time shadows offer dynamic flexibility but cost GPU performance; baked shadows are pre-computed and fast but inflexible for moving lights. The skill helps you choose based on your game's needs and platform constraints, including mobile optimization strategies and hybrid approaches that combine both techniques for best visual and performance results.
SKILL.md
rendered from the published skill — quoted content, verbatim
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 |
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