3d-combat-systems

Integrate Rapier physics and deterministic damage calculations for Three.js 3D combat.

8|6|Updated May 26, 2025
One-click install
npx skills add https://github.com/Hack23/blacktrigram --skill 3d-combat-systems
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: 3d-combat-systems
Source: https://github.com/Hack23/blacktrigram/tree/main/.github/skills/3d-combat-systems
Command: npx skills add https://github.com/Hack23/blacktrigram --skill 3d-combat-systems

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill ensures 3D combat in Black Trigram uses physics-based mechanics, accurate hitboxes, and deterministic damage calculations to deliver authentic engagements.

Core Features & Use Cases

  • Physics-Based Combat: Integrates Rapier physics for realistic movement, collisions, and force application in Three.js scenes.
  • Hitbox and Hurtbox System: Provides anatomically-informed collision zones (head, torso, limbs) with corresponding hurtboxes for reliable damage modeling.
  • Damage Calculation System: Offers deterministic damage formulas that combine stance, vital-point multipliers, and blocking to produce reproducible outcomes.
  • Use Case: Apply to combat sequences focusing on realistic duels, parries, and knockback in immersive environments.

Quick Start

Use the 3d-combat-systems skill to bootstrap a Rapier-powered combat scene between attacker and defender in a Three.js context.

Frequently Asked Questions about 3d-combat-systems

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement physics-based 3D combat using Rapier in a Three.js environment?

Physics-based 3D combat integrates Rapier for realistic movement, collisions, and force application in Three.js scenes. It enforces deterministic damage calculations and anatomically accurate hitboxes to deliver authentic engagements.

What is the best way to set up anatomically accurate hitboxes and hurtboxes for 3D combat?

Setting up anatomically accurate hitboxes involves defining collision zones for the head, torso, and limbs with corresponding hurtboxes. This provides reliable damage modeling for realistic duels, parries, and knockback.

How does deterministic damage calculation work with stance and vital-point multipliers?

Deterministic damage calculation combines stance, vital-point multipliers, and blocking to produce reproducible outcomes. It ensures consistent damage results across combat scenarios without relying on random number generation.

Do I need Rapier physics to build deterministic combat scenarios in Three.js?

Yes, using Rapier physics is a strict requirement for this combat system. It provides the deterministic physics engine necessary for accurate collision detection and reliable damage calculations in Three.js.

Can I use modular combat components for specific mechanics like parries and knockback?

Yes, the system provides modular components that enforce specific combat requirements. You can apply these modular components to combat sequences focusing on realistic duels, parries, and knockback in immersive environments.

Why use a physics-based combat system instead of animation-driven collision detection?

Physics-based combat ensures deterministic, reproducible outcomes by calculating actual collisions and forces. Animation-driven collision detection lacks anatomically accurate hitboxes and reliable physics-based damage modeling.