Agent Skillsvudovn/ag-kit › 3d-games

3d-games

GitHub

提供3D游戏开发核心原则,涵盖渲染管线、着色器编写、物理碰撞、摄像机控制及光照优化。旨在指导开发者构建高性能3D场景,避免常见反模式,实现视觉与性能的平衡。

.agents/skills/game-development/3d-games/SKILL.md vudovn/ag-kit

Trigger Scenarios

需要实现3D渲染效果 优化游戏性能 配置摄像机或物理系统

Install

npx skills add vudovn/ag-kit --skill 3d-games -g -y
More Options

Non-standard path

npx skills add https://github.com/vudovn/ag-kit/tree/main/.agents/skills/game-development/3d-games -g -y

Use without installing

npx skills use vudovn/ag-kit@3d-games

指定 Agent (Claude Code)

npx skills add vudovn/ag-kit --skill 3d-games -a claude-code -g -y

安装 repo 全部 skill

npx skills add vudovn/ag-kit --all -g -y

预览 repo 内 skill

npx skills add vudovn/ag-kit --list

SKILL.md

Frontmatter
{
    "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.

Version History

  • 211561c Current 2026-08-20 11:38

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Metadata

Files
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Version
211561c
Hash
141bf1ca
Indexed
2026-08-20 11:38

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