3d-games

Guides 3D game development covering rendering pipelines, shaders, physics, cameras, and lighting.

2|Updated May 30, 2026
One-click install
npx skills add https://github.com/virahitvin8/crafty-gis --skill 3d-games-virahitvin8
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: 3d-games
Source: https://github.com/virahitvin8/crafty-gis/tree/main/GIT_STAR/.agent/skills/game-development/3d-games
Command: npx skills add https://github.com/virahitvin8/crafty-gis --skill 3d-games-virahitvin8

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Developers building 3D games often struggle with performance bottlenecks, poor camera feel, and inefficient rendering decisions. This Skill provides structured principles for rendering, shaders, physics, cameras, lighting, and LOD so you can make correct architectural choices from the start. ## Core Features & Use Cases - Rendering Optimization: Apply frustum culling, occlusion culling, batching, and LOD strategies to keep frame rates stable. - Shader & Lighting Guidance: Decide when to write custom vertex, fragment, or compute shaders and how to balance real-time versus baked lighting. - Physics & Camera Design: Choose appropriate collision shapes (box, sphere, capsule, mesh) and camera types (third-person, first-person, isometric, orbital) for your game genre. - Use Case: When building a mobile 3D action game, use this Skill to select capsule colliders for characters, baked shadows instead of real-time shadows, and distance-based LOD to hit performance targets. ## Quick Start Ask the AI to review your 3D game's rendering and physics setup using the 3d-games skill and recommend optimizations for your target platform.

Frequently Asked Questions about 3d-games

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

FAQPage Schema
How do I optimize 3D game rendering performance?

Apply frustum culling to skip off-screen objects, occlusion culling for hidden geometry, batching to reduce draw calls, and distance-based LOD to lower triangle counts for far objects. Profile shaders and simplify where possible.

When should I write custom shaders in a 3D game?

Write custom shaders for special effects like water, fire, or portals, stylized rendering such as toon shading, performance optimization, or a unique visual identity. Standard pipelines suffice for conventional materials.

What collision shape should I use for game characters?

Use capsule colliders for characters since they handle slopes and movement smoothly. Boxes suit buildings and crates, spheres work for balls and quick checks, and mesh colliders should be reserved for terrain due to cost.

Should I use real-time shadows on mobile games?

Avoid real-time shadows on mobile because they are expensive. Use baked lighting or blob shadows instead, and reserve real-time shadow cascades for large worlds on more capable hardware.

What are common 3D game development anti-patterns?

Common mistakes include using mesh colliders everywhere, enabling real-time shadows on mobile, applying one LOD for all distances, and shipping unoptimized shaders. Use simple colliders, baked shadows, distance-based LOD, and profiled shaders instead.