Claude Cursor opencode Skill

3d-games

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

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Download vodailocz-kilo-kit-mcp-skills_games_3d-games-0448e6c.zip · 1 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/3d-games
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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.

Files (kilo-kit-mcp)
  • SKILL.md 2.5 KB
    ---
    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
    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.
    

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