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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)
npx skills add https://github.com/majiayu000/claude-skill-registry --skill 3d-building-mechanics

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Listed on Skillselion
Installs1
repo stars534
Last updatedAugust 4, 2026
Repositorymajiayu000/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

SKILL.mdMarkdownGitHub ↗

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 networking

Key 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

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