3d-games
3D 游戏开发原则,涵盖渲染、着色器、物理和摄像机。
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3D game development principles. Rendering, shaders, physics, cameras.
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原作者说明节选
从固定版本的 SKILL.md 提取,保留原文语言。以下内容属于作者说明,本站尚未验证安装、兼容或运行结果。
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原文涵盖的主题
- 3D Game Development
- 1. Rendering Pipeline
- Stages
- Optimization Principles
- 2. Shader Principles
- Shader Types
- When to Write Custom Shaders
- 3. 3D Physics
Principles for 3D game systems. -- | Technique | Purpose | |-----------|---------| | Frustum culling | Don't render off-screen | | Occlusion culling | Don't render hidden | | LOD | Less detail at distance | | Batching | Combine draw calls | -- | Type | Purpose | |------|---------| | Vertex | Position, normals | | Fragment/Pixel | Color, lighting | | Compute | General computation | Special effects (water, fire, portals) Stylized rendering (toon, sketch) Performance optimization Unique visual identity -- | Shape | Use Case | |-------|----------| | Box | Buildings, crates | | Sphere | Balls, quick checks | | Capsule | Characters | | Mesh | Terrain (expensive) | Simple colliders, complex visuals Layer-based filtering Raycasting for line-of-sight -- | Type | Use | |------|-----| | Third-person | Action, adventure | | First-person | Immersive, FPS | | Isometric | Strategy, RPG | | Orbital | Inspection, editors | Smooth following (lerp) Collision avoidance Look-ahead for movement FOV changes for speed -- | Type | Use | |------|-----| | Directional | Sun, moon | | Point | Lamps, torches | | Spot | Flashlight, stage | | Ambient | Base illumination | Real-time shadows are expensive Bake when
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- 来源仓库
- davila7/claude-code-templates
- 源文件
- cli-tool/components/skills/creative-design/game-development/3d-games/SKILL.md
- 固定版本
- 21be197f100a12b8d0dd9a211cc244c8179f84d3
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原作者:davila7/claude-code-templates · 原作者仓库元数据。文档核查:未核查。最近来源检查:2026-11-09T14:01:43.810Z。
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