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    davila7

    3d-games

    davila7/3d-games
    Design
    19,892
    15 installs

    About

    SKILL.md

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    ├─
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    About

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

    SKILL.md

    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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