3d Games

by davila78da17d671b6fNo license32K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated today

3D game development principles. Rendering, shaders, physics, cameras.

Instructions onlySoftware Development
AI-generated overview

Reference principles for 3D game development: rendering, shaders, physics, cameras, lighting and LOD.

What it does
This skill is a reference document of 3D game development principles covering the rendering pipeline, shader types, 3D physics and collision shapes, camera systems, lighting, and level of detail. It presents these as tables of techniques, use cases and anti-patterns rather than executable steps. It produces guidance an agent can apply when reasoning about 3D game systems; it ships no scripts or assets.
When to use it
Use it when a task involves designing or reasoning about 3D game systems, such as choosing colliders, camera styles, lighting setups or LOD strategies. It suits conceptual and architectural questions rather than hands-on engine configuration.
Requirements
No tools, packages, runtimes or credentials beyond the agent; instructions only, with no scripts or assets.

3D Game Development

Principles for 3D game systems.


1. Rendering Pipeline

Stages

1. Vertex Processing → Transform geometry2. Rasterization → Convert to pixels3. Fragment Processing → Color pixels4. 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.

Source and attribution

Source:davila7/claude-code-templatesincli-tool/components/skills/creative-design/game-development/3d-gamesat commit8da17d6

License: No license

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