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3d-games
3D game development principles. Rendering, shaders, physics, cameras.
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3D game development principles. Rendering, shaders, physics, cameras.
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
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Helps an AI assistant write, structure, and edit articles in the encyclopedic style of Wikipedia — neutral tone, lead section, summary style, inline citations, no peacock/weasel/persuasive language, and the stub→FA quality ladder. Also covers Simple English Wikipedia rules. MADE BY SQERSTERS
| name | 3d-games |
| description | 3D game development principles. Rendering, shaders, physics, cameras. |
| risk | unknown |
| source | community |
| date_added | 2026-02-27 |
Principles for 3D game systems.
1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen
| Technique | Purpose |
|---|---|
| Frustum culling | Don't render off-screen |
| Occlusion culling | Don't render hidden |
| LOD | Less detail at distance |
| Batching | Combine draw calls |
| Type | Purpose |
|---|---|
| Vertex | Position, normals |
| Fragment/Pixel | Color, lighting |
| Compute | General computation |
| Shape | Use Case |
|---|---|
| Box | Buildings, crates |
| Sphere | Balls, quick checks |
| Capsule | Characters |
| Mesh | Terrain (expensive) |
| Type | Use |
|---|---|
| Third-person | Action, adventure |
| First-person | Immersive, FPS |
| Isometric | Strategy, RPG |
| Orbital | Inspection, editors |
| Type | Use |
|---|---|
| Directional | Sun, moon |
| Point | Lamps, torches |
| Spot | Flashlight, stage |
| Ambient | Base illumination |
| Distance | Model |
|---|---|
| Near | Full detail |
| Medium | 50% triangles |
| Far | 25% or billboard |
| ❌ 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.
This skill is applicable to execute the workflow or actions described in the overview.