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- Bbeierle12
- Skill Mcp Claude
- 3d Building Advanced
3d-building-advanced_skill
- JavaScript
6
GitHub Stars
2
Bundled Files
2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
Copy the install command, review bundled files from the catalogue, and read any extended description pulled from the listing source.
Installation
Preview and clipboard use veilstrat where the catalogue uses aiagentskills.
npx veilstrat add skill bbeierle12/skill-mcp-claude --skill 3d-building-advanced- _meta.json1.6 KB
- SKILL.md3.0 KB
Overview
This skill provides a complete building mechanics suite for Three.js games, combining spatial indexing, structural validation, and multiplayer networking. It targets survival, sandbox, and player-built-structure games and is optimized for large-scale worlds. The system is modular so you can choose between lightweight arcade behavior or realistic physics and plug in networking helpers for authoritative multiplayer.
How this skill works
Spatial modules (spatial-hash grid, octree, chunk manager) index pieces for fast proximity queries and scalable streaming. Structural modules offer three physics modes—arcade, heuristic, and realistic—plus validators, stability caching, and damage propagation. Networking components implement delta compression, client prediction, and conflict resolution with a server-authoritative pattern.
When to use it
- Building survival or sandbox games where players construct persistent bases
- Large worlds that require chunk loading, instancing, and spatial partitioning
- Projects needing tunable stability models (fast gameplay vs realistic simulation)
- Multiplayer games requiring efficient state sync and robust conflict handling
- Prototyping different physics fidelity without reworking core systems
Best practices
- Choose spatial index by scale: arrays for <1k pieces, spatial-hash for uniform 1–5k, octree for clustered data, chunk+octree for 5k+
- Use heuristic physics for balanced gameplay; enable realistic mode only for engineering sims due to CPU cost
- Batch validation and use stability caches to minimize per-frame work during mass edits
- Apply delta compression and event coalescing to reduce bandwidth; combine with client prediction for responsive placement
- Keep authoritative logic on server and resolve conflicts deterministically to avoid desync
Example use cases
- A survival game with base building and raid mechanics using heuristic stability and damage propagation
- A sandbox builder with large player cities using chunk streaming and octree queries
- A fast-paced PvP game using arcade mode for instant connectivity-based collapse
- A co-op engineering sim enabling realistic stress/strain calculations for structures
- Multiplayer prototypes demonstrating client prediction and rollback for placement UX
FAQ
Use heuristic mode for a balance of predictability and performance; reserve realistic mode for small-scale or server-side-only simulations.
How do I scale to tens of thousands of pieces?
Partition the world into chunks, use an octree per chunk for clustered queries, and stream geometry plus instancing to reduce draw and memory cost.