davila7/claude-code-templates/3d-games
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3D game development principles. Rendering, shaders, physics, cameras.
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3D Game Development
Principles for 3D game systems.
1. Rendering Pipeline
Stages
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.
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