Automated summary
A principles cheat sheet for 3D game development covering the rendering pipeline, shaders, physics, cameras, lighting and LOD.
Strengths
- Covers the whole 3D stack (rendering, shaders, collisions, cameras, lighting) in one short document
- Clear mapping tables between technique and use case (collider shapes, camera types, light types)
- Ships an anti-pattern list that is directly actionable for performance reviews
- Engine-agnostic, so it transfers to Unity, Unreal, Godot or WebGL work
Limitations
- Purely conceptual: no code snippets, APIs or concrete configuration
- Does not spell out engine-specific implementations, which differ substantially
- Advanced topics (shadow cascades, compute shaders) get only a one-line mention
Use it as a design reference or checklist when reviewing a 3D game's architecture and optimization plan.
Skip it if you need ready-to-paste code or step-by-step instructions for a specific engine such as Unity, Unreal or Godot.
Security analysis
SafeThe skill is purely informational, describing 3D game development principles. It uses only read/write/edit/glob/grep tools and contains no destructive commands, network activity, secret handling, or obfuscated content.
No concerns found
How this analysis is madeExamples
Here is my third-person camera controller. Review it against 3D camera principles: smooth lerp following, collision avoidance and look-ahead. What should I change?My fragment shader tanks the frame rate on mid-range GPUs. Walk me through profiling it and deciding what to simplify or bake.Help me plan LOD levels and collider shapes for an open-world scene with terrain, buildings and characters, keeping mesh colliders to a minimum.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.
From the file to a first result
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Claude Code
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