From bbeierle12-skill-mcp-claude
Three.js 3D building system with spatial indexing, structural physics, and multiplayer networking. Use when creating survival games, sandbox builders, or any game with player-constructed structures. Covers performance optimization (spatial hash grids, octrees, chunk loading), structural validation (arcade/heuristic/realistic physics modes), and multiplayer sync (delta compression, client prediction, conflict resolution).
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
_meta.jsonreferences/multiplayer-networking.mdreferences/performance-at-scale.mdreferences/structural-physics-advanced.mdscripts/building-network-manager.jsscripts/chunk-manager.jsscripts/client-prediction.jsscripts/conflict-resolver.jsscripts/damage-propagation.jsscripts/delta-compression.jsscripts/heuristic-validator.jsscripts/octree.jsscripts/performance-profiler.jsscripts/physics-engine-lite.jsscripts/spatial-hash-grid.jsscripts/stability-optimizer.jsSearches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
// Spatial indexing for fast queries
const spatialIndex = new SpatialHashGrid(10);
spatialIndex.insert(piece, piece.position);
const nearby = spatialIndex.queryRadius(position, 15);
// Structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
validator.addPiece(piece);
const canPlace = validator.validatePlacement(newPiece);
Read these for detailed implementation guidance:
references/performance-at-scale.md - Spatial partitioning, chunk loading, instancing, LODreferences/structural-physics-advanced.md - Arcade vs heuristic vs realistic physicsreferences/multiplayer-networking.md - Authority models, delta sync, conflict resolutionscripts/spatial-hash-grid.js - O(1) queries for uniform distributionscripts/octree.js - Adaptive queries for clustered basesscripts/chunk-manager.js - World streaming for large mapsscripts/performance-profiler.js - Benchmarking utilitiesscripts/heuristic-validator.js - Fast validation (Fortnite/Rust/Valheim modes)scripts/stability-optimizer.js - Caching and batch updatesscripts/damage-propagation.js - Damage states, cascading collapsescripts/physics-engine-lite.js - Optional realistic physicsscripts/delta-compression.js - Only send changed statescripts/client-prediction.js - Optimistic placement with rollbackscripts/conflict-resolver.js - Handle simultaneous buildsscripts/building-network-manager.js - Complete server/client system| Pieces | Distribution | Use |
|---|---|---|
| <1,000 | Any | Array |
| 1-5k | Uniform | SpatialHashGrid |
| 1-5k | Clustered | Octree |
| 5k+ | Any | ChunkManager + Octree |
Server-authoritative with client prediction. Use delta compression for sync.