acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance…
3D game development principles. Rendering, shaders, physics, cameras.
Claude Code
$ npx -y skills add sinhoneyy/master-skills --skill 3d-games --agent claude-code
Codex
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a codex -y
Cursor
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a cursor -y
Gemini CLI
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a gemini-cli -y
GitHub Copilot
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a github-copilot -y
OpenCode
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a opencode -y
Windsurf
$ npx skills add sinhoneyy/master-skills --skill 3d-games -a windsurf -y
name: 3d-games description: "3D game development principles. Rendering, shaders, physics, cameras." risk: unknown source: community date_added: "2026-02-27"
> Principles for 3D game systems.
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1. Vertex Processing → Transform geometry 2. Rasterization → Convert to pixels 3. Fragment Processing → Color pixels 4. Output → To screen
| Technique | Purpose | |-----------|---------| | **Frustum culling** | Don't render off-screen | | **Occlusion culling** | Don't render hidden | | **LOD** | Less detail at distance | | **Batching** | Combine draw calls |
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| Type | Purpose | |------|---------| | **Vertex** | Position, normals | | **Fragment/Pixel** | Color, lighting | | **Compute** | General computation |
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| Shape | Use Case | |-------|----------| | **Box** | Buildings, crates | | **Sphere** | Balls, quick checks | | **Capsule** | Characters | | **Mesh** | Terrain (expensive) |
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| Type | Use | |------|-----| | **Third-person** | Action, adventure | | **First-person** | Immersive, FPS | | **Isometric** | Strategy, RPG | | **Orbital** | Inspection, editors |
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| Type | Use | |------|-----| | **Directional** | Sun, moon | | **Point** | Lamps, torches | | **Spot** | Flashlight, stage | | **Ambient** | Base illumination |
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| Distance | Model | |----------|-------| | Near | Full detail | | Medium | 50% triangles | | Far | 25% or billboard |
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| ❌ 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 |
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> **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
This skill is applicable to execute the workflow or actions described in the overview.
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