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3d-games

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

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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.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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