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3d Games

  • 5 installs
  • 534 repo stars
  • Updated August 4, 2026
  • majiayu000/claude-skill-registry

Helps with ai & agent building tasks during AI-assisted development.

About

3d-games is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.

  • 3d-games
  • AI & Agent Building
  • AI-coding skill

3d Games by the numbers

  • 5 all-time installs (skills.sh)
  • Ranked #13,065 of 16,546 AI & Agent Building 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-games

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Listed on Skillselion
Installs5
repo stars534
Last updatedAugust 4, 2026
Repositorymajiayu000/claude-skill-registry

What it does

Helps with ai & agent building tasks during AI-assisted development.

Files

SKILL.mdMarkdownGitHub ↗

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

TechniquePurpose
Frustum cullingDon't render off-screen
Occlusion cullingDon't render hidden
LODLess detail at distance
BatchingCombine draw calls

---

2. Shader Principles

Shader Types

TypePurpose
VertexPosition, normals
Fragment/PixelColor, lighting
ComputeGeneral 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

ShapeUse Case
BoxBuildings, crates
SphereBalls, quick checks
CapsuleCharacters
MeshTerrain (expensive)

Principles

  • Simple colliders, complex visuals
  • Layer-based filtering
  • Raycasting for line-of-sight

---

4. Camera Systems

Camera Types

TypeUse
Third-personAction, adventure
First-personImmersive, FPS
IsometricStrategy, RPG
OrbitalInspection, editors

Camera Feel

  • Smooth following (lerp)
  • Collision avoidance
  • Look-ahead for movement
  • FOV changes for speed

---

5. Lighting

Light Types

TypeUse
DirectionalSun, moon
PointLamps, torches
SpotFlashlight, stage
AmbientBase illumination

Performance Consideration

  • Real-time shadows are expensive
  • Bake when possible
  • Shadow cascades for large worlds

---

6. Level of Detail (LOD)

LOD Strategy

DistanceModel
NearFull detail
Medium50% triangles
Far25% or billboard

---

7. Anti-Patterns

❌ Don't✅ Do
Mesh colliders everywhereSimple shapes
Real-time shadows on mobileBaked or blob shadows
One LOD for all distancesDistance-based LOD
Unoptimized shadersProfile and simplify

---

Remember: 3D is about illusion. Create the impression of detail, not the detail itself.

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