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antigravity-skills-reference/skills/game-development/3d-games/SKILL.md
sck_0 aa71e76eb9 chore: release 6.5.0 - Community & Experience
- Add date_added to all 950+ skills for complete tracking
- Update version to 6.5.0 in package.json and README
- Regenerate all indexes and catalog
- Sync all generated files

Features from merged PR #150:
- Stars/Upvotes system for community-driven discovery
- Auto-update mechanism via START_APP.bat
- Interactive Prompt Builder
- Date tracking badges
- Smart auto-categorization

All skills validated and indexed.

Made-with: Cursor
2026-02-27 09:19:41 +01:00

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name, description, risk, source, date_added
name description risk source date_added
3d-games 3D game development principles. Rendering, shaders, physics, cameras. unknown community 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.