
3d Building Mechanics
- 1 installs
- 534 repo stars
- Updated August 4, 2026
- majiayu000/claude-skill-registry
A Three.js building system with spatial hash indexing, structural physics validation, and multiplayer client prediction for survival, crafting, and sandbox games.
About
Provides a complete Three.js building system with spatial indexing, Rust/Valheim-style structural validation, and multiplayer client prediction. A game developer uses it to add base-building or 3D construction mechanics to survival, crafting, or sandbox games.
- SpatialHashGrid, HeuristicValidator, and ClientPrediction modules
- Structural physics plus multiplayer networking support
3d Building Mechanics by the numbers
- 1 all-time installs (skills.sh)
- Ranked #218 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 5, 2026 (Skillselion catalog sync)
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| Installs | 1 |
|---|---|
| repo stars | ★ 534 |
| Last updated | August 4, 2026 |
| Repository | majiayu000/claude-skill-registry ↗ |
What it does
A Three.js building system with spatial hash indexing, structural physics validation, and multiplayer client prediction for survival, crafting, and sandbox games.
Files
3D Building Mechanics - Advanced Skill
Complete Three.js building system with performance optimization, structural physics, and multiplayer networking.
When to Use This Skill
Use when building:
- Survival/crafting games with base building
- Creative sandbox games
- Multiplayer construction games
- Any 3D building mechanics in Three.js
Quick Start
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
import { ClientPrediction } from './scripts/client-prediction.js';
// Set up spatial indexing
const spatialIndex = new SpatialHashGrid(10);
// Set up structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
// For multiplayer - client prediction
const prediction = new ClientPrediction(buildingSystem);File Structure
references/
performance-at-scale.md - Spatial partitioning, chunks, instancing
structural-physics-advanced.md - Arcade vs heuristic vs realistic
multiplayer-networking.md - Authority models, delta sync, conflicts
scripts/
spatial-hash-grid.js - O(1) spatial queries for uniform distribution
octree.js - Adaptive spatial queries for clustered bases
chunk-manager.js - World streaming for large maps
performance-profiler.js - Benchmarking utilities
heuristic-validator.js - Fast stability checking (Fortnite/Rust/Valheim)
stability-optimizer.js - Caching and batch updates
damage-propagation.js - Damage states, cascading collapse
physics-engine-lite.js - Optional realistic physics
delta-compression.js - Only send what changed
client-prediction.js - Optimistic placement with rollback
conflict-resolver.js - Handle simultaneous builds
building-network-manager.js - Complete server/client networkingKey Patterns
Spatial Indexing Decision
- <1,000 pieces: Simple array
- 1,000-5,000 uniform: SpatialHashGrid
- 1,000-5,000 clustered: Octree
- 5,000+: ChunkManager + Octree per chunk
Structural Physics Modes
- Arcade (Fortnite): Connectivity only, instant collapse
- Heuristic (Rust/Valheim): Stability %, predictable rules
- Realistic: Full stress/strain, computationally expensive
Multiplayer Authority
- Server-authoritative with client prediction
- Delta compression (only send changes)
- Conflict resolution: first-write, timestamp, or lock-based