Back to skills
SKILL.md
3d Games
ASecurity3D game development principles. Rendering, shaders, physics, cameras.
- 91 stars
- 0 votes
- 0 copies
- 1 view
- Added May 29, 2026
Security analysis
100/100npx -y skills add kursku/skills --skill 3d-games --agent claude-codeAre you the author of 3d Games?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/kursku-3d-games)---
name: 3d-games
description: "3D game development principles. Rendering, shaders, physics, cameras."
risk: safe
source: community
date_added: "2026-02-27"
---
# 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.
Attribution
Comments
Loading comments…
Newsletter
Get the weekly list of safe new skills, and the ones we pulled.