ai-authored-content-co…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR materials, the forward/deferred/forward+ lighting architecture, global-illumination and shadow choices,
$ npx -y skills add rondorkerin/gamestack --skill 3d-graphics-and-rendering --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/3d-graphics-and-renderingContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR materials, the forward/deferred/forward+ lighting architecture, global-illumination and shadow choices,
name: 3d-graphics-and-rendering description: Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR materials, the forward/deferred/forward+ lighting architecture, global-illumination and shadow choices, culling/LOD/draw-call/overdraw performance budgets, and the post-processing chain (tonemapping, bloom, AO, anti-aliasing). Also use to diagnose a scene that's GPU-bound or CPU-bound, shadow acne or peter-panning, pop-in, overdraw blowout, blown-out or washed-out tonemapping, or content that looks visually incoherent across generated scenes. Triggers on "rendering pipeline", "PBR", "metallic roughness", "deferred vs forward", "forward+", "global illumination", "GI", "lightmaps", "light probes", "SDFGI", "shadow maps", "cascaded shadows", "shadow acne", "peter panning", "frustum culling", "occlusion culling", "LOD", "pop-in", "draw calls", "batching", "instancing", "overdraw", "CPU bound", "GPU bound", "tonemapping", "ACES", "bloom", "SSAO", "ambient occlusion", "anti-aliasing", "MSAA", "TAA", "FXAA", "Nanite", "mesh shaders".
How a real-time engine turns geometry, materials, and lights into a frame — and which of those choices a generator can safely vary versus which must be frozen. Rendering is a pipeline of fixed stages with hard limits and hard budgets; getting the *architecture* and the *imaging contract* right up front is what keeps a 3D game both performant and visually coherent.
> **Tier:** technical craft (→ `gamestack-core`). Engine-agnostic rendering principles every real-time 3D (or 2D with lighting) game obeys.
This skill owns **the pipeline, lighting, performance, and imaging layer** — how the frame is assembled, not what's painted into it. Adjacent concerns live in sibling skills:
It does **not** own material authoring, art direction, or geometry generation — only the pipeline they run through.
> **1. Architecture and imaging are decided once, then frozen.** The lighting architecture (forward/deferred/clustered), the PBR/NPR shading model, the shadow-bias band, and the whole imaging pipeline (exposure → tonemap → AO → bloom → AA, in that order) are *contracts*, not per-scene dials. Pick each from its real driver — light count, material variety, scene dynamism, target hardware — then hold it constant across the whole game.
> **2. "Quality" problems are usually budget problems, and the first question is CPU vs GPU.** Culling, LOD, batching/instancing, and overdraw control decide whether the frame fits at all — not just how pretty it is. CPU-bound and GPU-bound demand *opposite* fixes (fewer draw calls vs less per-pixel work), so diagnose the bound before optimizing anything.
> **Why this matters doubly for a generator:** a human team feels an incoherent imaging pipeline or an overdraw blowout as "off." An autonomous generator does not. Freeze the imaging contract, the lighting architecture, the shadow constants, and the draw-call/overdraw budget as inviolable, hand-tuned globals; let generation vary *content* (material params within vetted ranges, light placement within the architecture's budget, LOD thresholds) inside them; run a draw-call/overdraw linter and an imaging-contract guard before any scene is committed. If the imaging pipeline drifts per scene, identical content reads as visually incoherent across the world even when each asset is individually correct.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion,…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when…