Skip to main content

3d-games

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

설치로 이동

소스 정보

저장소
davila7/claude-code-templates
최근 소스 활동
2026년 1월 25일 15:01
감지된 SKILL.md 언어
영어
스타
30,896
포크
3,522

설치 방법

기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.

소스 파일 검토

설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.

SKILL.md 표시 중

SKILL.md
소스 지침 · 읽기 전용 미리보기
name
3d-games
description
3D game development principles. Rendering, shaders, physics, cameras.
allowed-tools
Read, Write, Edit, Glob, Grep
# 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 | Technique | Purpose | |-----------|---------| | **Frustum culling** | Don't render off-screen | | **Occlusion culling** | Don't render hidden | | **LOD** | Less detail at distance | | **Batching** | Combine draw calls | --- ## 2. Shader Principles ### Shader Types | Type | Purpose | |------|---------| | **Vertex** | Position, normals | | **Fragment/Pixel** | Color, lighting | | **Compute** | General 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 | Shape | Use Case | |-------|----------| | **Box** | Buildings, crates | | **Sphere** | Balls, quick checks | | **Capsule** | Characters | | **Mesh** | Terrain (expensive) | ### Principles - Simple colliders, complex visuals - Layer-based filtering - Raycasting for line-of-sight --- ## 4. Camera Systems ### Camera Types | Type | Use | |------|-----| | **Third-person** | Action, adventure | | **First-person** | Immersive, FPS | | **Isometric** | Strategy, RPG | | **Orbital** | Inspection, editors | ### Camera Feel - Smooth following (lerp) - Collision avoidance - Look-ahead for movement - FOV changes for speed --- ## 5. Lighting ### Light Types | Type | Use | |------|-----| | **Directional** | Sun, moon | | **Point** | Lamps, torches | | **Spot** | Flashlight, stage | | **Ambient** | Base illumination | ### Performance Consideration - Real-time shadows are expensive - Bake when possible - Shadow cascades for large worlds --- ## 6. Level of Detail (LOD) ### LOD Strategy | Distance | Model | |----------|-------| | Near | Full detail | | Medium | 50% triangles | | Far | 25% or billboard | --- ## 7. Anti-Patterns | ❌ 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.
GitHub에서 보기