Instructs on 3D rendering, shader implementation, physics, and game logic optimization.

Install

mkdir -p .claude/skills/3d-games && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/654" && unzip -o skill.zip -d .claude/skills/3d-games && rm skill.zip

Installs to .claude/skills/3d-games

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

3D game development principles. Rendering, shaders, physics, cameras.
69 charsno explicit “when” trigger
Advanced

Key capabilities

  • Transform geometry during vertex processing
  • Convert geometry to pixels through rasterization
  • Color pixels during fragment processing
  • Render 3D scenes to a screen
  • Implement custom shaders for visual effects
  • Detect collisions using various 3D shapes

How it works

The skill processes 3D geometry through a rendering pipeline, which includes vertex processing, rasterization, and fragment processing, to display images on a screen. It uses various shader types to define visual properties and physics principles for interactions.

Inputs & outputs

You give it
3D scene geometry, lighting, and camera parameters
You get back
Rendered 2D image on screen

When to use 3d-games

  • Implementing custom shaders for visual effects
  • Setting up 3D collision detection for game objects
  • Optimizing the rendering pipeline with frustum culling
  • Designing smooth third-person camera systems

About this skill

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

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.

How it compares

This skill structures 3D game logic by defining specific collision shapes and camera behaviors, unlike manual rendering that requires explicit per-object calculations.

Compared to similar skills

3d-games side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
3d-games (this skill)166moNo flagsAdvanced
code-coverage-with-gcov154moReviewIntermediate
validate-render09moReviewIntermediate
unity-mcp-orchestrator174moNo flagsIntermediate

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