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3d-games - Skill - OpenSmartRoute
Skillv1.0.0
3d-games
3D game development principles. Rendering, shaders, physics, cameras.
Imported from welitonevoc/Biblia-Codex (agente-IA/plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games/SKILL.md). Install upstream with npx skills add welitonevoc/Biblia-Codex --skill 3d-games. Copyright stays with the author.
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.
Use it
Copy one of these into your project. Installing also returns the manifest and these snippets.
yaml
targets:
- https://api.opensmartroute.ai/api/v1/registry/welitonevoc-biblia-codex-3d-games/manifest # or paste the manifest below
Manifest
An Open Capability Manifest: the router reads it to know what this does, what it costs and when to pick it.
welitonevoc-biblia-codex-3d-games.ocm.jsonjson
{
"ocm": "1",
"id": "welitonevoc-biblia-codex-3d-games",
"kind": "skill",
"name": "3d-games",
"description": "3D game development principles. Rendering, shaders, physics, cameras.",
"publisher": "welitonevoc",
"version": "1.0.0",
"capabilities": {
"domains": [
"general"
],
"tags": [
"skill-md",
"github"
],
"languages": [
"en"
]
},
"quality_prior": 0.6,
"examples": [
"3D game development principles. Rendering, shaders, physics, cameras."
],
"primary": false,
"metadata": {
"source": {
"provider": "github",
"repository": "https://github.com/welitonevoc/Biblia-Codex",
"path": "agente-IA/plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games/SKILL.md",
"ref": "800ef354f2f520628c6c7855118c31e946afe13d",
"url": "https://github.com/welitonevoc/Biblia-Codex/blob/800ef354f2f520628c6c7855118c31e946afe13d/agente-IA/plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games/SKILL.md",
"key": "welitonevoc/Biblia-Codex/agente-IA/plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games/SKILL.md"
}
},
"instructions": "# 3D Game Development\n\n> Principles for 3D game systems.\n\n---\n\n## 1. Rendering Pipeline\n\n### Stages\n\n```\n1. Vertex Processing → Transform geometry\n2. Rasterization → Convert to pixels\n3. Fragment Processing → Color pixels\n4. Output → To screen\n```\n\n### Optimization Principles\n\n| Technique | Purpose |\n|-----------|---------|\n| **Frustum culling** | Don't render off-screen |\n| **Occlusion culling** | Don't render hidden |\n| **LOD** | Less detail at distance |\n| **Batching** | Combine draw calls |\n\n---\n\n## 2. Shader Principles\n\n### Shader Types\n\n| Type | Purpose |\n|------|---------|\n| **Vertex** ",
"cost": {
"context_tokens": 625
}
}
Fetch it by URL: GET /api/v1/registry/welitonevoc-biblia-codex-3d-games/manifest?version=1.0.0
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