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From antigravity-bundle-indie-game-dev
Outlines 3D game development principles covering rendering pipelines, shaders, physics, cameras, lighting, LOD, and optimizations. Useful for building 3D game systems.
npx claudepluginhub sickn33/antigravity-awesome-skills --plugin antigravity-bundle-indie-game-devHow this skill is triggered — by the user, by Claude, or both
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/antigravity-bundle-indie-game-dev:3d-gamesThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> Principles for 3D game systems.
3D graphics, shaders, VFX, lighting, rendering optimization. Create stunning visuals with production-ready techniques.
Outlines 2D game development principles for sprites, animations, tilemaps, physics, cameras, genre patterns like platformers, and anti-patterns.
Orchestrates game development by routing to sub-skills for platforms (web, mobile, PC, VR/AR), dimensions (2D/3D), and specialties, plus core principles like game loops and patterns.
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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.