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3d-games

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

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技能内容

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.

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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