3d Games

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

作者 davila78da17d671b6f無授權條款32K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫今天更新

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

AI 產生的概覽

3D 遊戲開發原則參考:算繪、著色器、物理、攝影機、光照與 LOD。

功能
此技能是一份 3D 遊戲開發原則的參考文件,涵蓋算繪管線、著色器類型、3D 物理與碰撞形狀、攝影機系統、光照以及細節層次(LOD)。內容以技術、適用情境與反模式的表格呈現,而非可執行步驟。它為代理在思考 3D 遊戲系統時提供指引;不附帶任何指令碼或資源。
適用情境
當任務涉及 3D 遊戲系統的設計或推理時使用,例如選擇碰撞體、攝影機風格、光照設定或 LOD 策略。它適合概念與架構層面的問題,而非實際的引擎設定操作。
執行需求
除代理本身外無需任何工具、套件、執行環境或憑證;僅為說明性內容,不含指令碼或資源。

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.

來源與署名

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

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