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- Vudovn
- Antigravity Kit
- 3d Games
3d-games_skill
- TypeScript
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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 vudovn/antigravity-kit --skill 3d-games- SKILL.md2.5 KB
Overview
This skill covers core 3D game development principles for rendering, shaders, physics, cameras, lighting, and LOD. It focuses on practical techniques to achieve good performance and visual quality in real-time engines. Use it to inform design decisions, optimize pipelines, and avoid common anti-patterns.
How this skill works
The skill breaks down the rendering pipeline into vertex processing, rasterization, fragment processing, and final output, and explains common optimizations like frustum and occlusion culling, LOD, and batching. It outlines shader roles (vertex, fragment, compute), collider choices and physics heuristics, camera types and behaviors, lighting strategies, and when to bake versus render in real time.
When to use it
- Designing or profiling a 3D rendering pipeline for performance
- Deciding whether to write custom shaders for effects or optimization
- Choosing collision shapes and physics approaches for gameplay entities
- Implementing camera systems for player feel and collision avoidance
- Planning lighting strategy and shadow performance for levels
Best practices
- Prefer simple colliders for gameplay and reserve mesh colliders for static terrain
- Use frustum/occlusion culling and batching to reduce draw calls
- Implement multiple LODs and billboards for distant objects
- Bake lighting and shadows where possible; use cascaded shadows for large worlds
- Profile shaders and simplify expensive passes on constrained hardware
Example use cases
- Create a third-person camera with smooth follow, look-ahead, and collision avoidance
- Design LODs for an open-world scene to cut triangle count at distance
- Replace mesh colliders with primitive shapes for physics-heavy scenes
- Author a custom fragment shader for water and optimize with cheap variants on mobile
- Bake static lighting for interior levels while keeping dynamic lights for players
FAQ
Write custom shaders for unique visual effects, stylized rendering, or when built-in materials can't meet performance or aesthetic needs.
How do I balance visual fidelity and performance?
Prioritize perceived detail: use LOD, billboards, baked lighting, and culling. Profile hotspots and simplify expensive shaders or shadow usage on lower-end targets.