3d Games

davila7/claude-code-templates/cli-tool/components/skills/creative-design/game-development/3d-games

作者 davila78da17d671b6f无许可证32K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库今天更新

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

AI 生成的概览

3D 游戏开发原则参考:渲染、着色器、物理、摄像机、光照与 LOD。

功能
该技能是一份 3D 游戏开发原则的参考文档,涵盖渲染管线、着色器类型、3D 物理与碰撞形状、摄像机系统、光照以及细节层次(LOD)。内容以技术、适用场景和反模式的表格形式呈现,而非可执行步骤。它为智能体在思考 3D 游戏系统时提供指导;不附带任何脚本或资源。
适用场景
当任务涉及 3D 游戏系统的设计或推理时使用,例如选择碰撞体、摄像机风格、光照方案或 LOD 策略。它适合概念与架构层面的问题,而非具体的引擎配置操作。
运行要求
除智能体本身外无需任何工具、软件包、运行时或凭据;仅为说明性内容,不含脚本或资源。

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.

来源与署名

来源:davila7/claude-code-templates位于cli-tool/components/skills/creative-design/game-development/3d-games提交8da17d6

许可证: 无许可证

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