build-game-monster-system

Build and validate rigged Three.js monsters against a shared runtime combat contract.

5.7k|685|Updated Feb 3, 2026
One-click install
npx skills add https://github.com/MengTo/Skills --skill build-game-monster-system
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: build-game-monster-system
Source: https://github.com/MengTo/Skills/tree/main/agent-skills/game-development/build-game-monster-system
Command: npx skills add https://github.com/MengTo/Skills --skill build-game-monster-system

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Game monsters often end up as decorative meshes with duplicated combat values, unstable sockets, and pose-derived damage that breaks gameplay. This Skill enforces one shared contract so every rigged monster works consistently with the enemy runtime, combat events, and LOD system.

Core Features & Use Cases

  • Four-layer architecture: Separates MonsterDefinition, MonsterRig, MonsterRuntime, and MonsterViewAdapter so authored data, rigging, state, and rendering never leak into each other.
  • Semantic rig and socket contract: Defines joint chains, mandatory sockets, collision layers (solid, navigation, hurt, attack, trigger), and LOD rules that stay stable across states.
  • Deterministic combat and movesets: Compiles attacks into startup/active/recovery phases with stable action IDs, pure moveset samplers, and frozen fixtures for reproducible review.
  • Use Case: When adding a new boss enemy to a Three.js action game, use this Skill to rig it with semantic joints, wire its attacks to authoritative collision events, and verify it passes the conformance checklist at real encounter distance.

Quick Start

Use the build-game-monster-system skill to build a rigged Three.js monster that conforms to the runtime combat contract.

Frequently Asked Questions about build-game-monster-system

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

FAQPage Schema
How do I build a rigged monster for a Three.js action game?

Define a serializable MonsterDefinition with stats, attacks, and budgets, then build a rig with a stable root/motion/body hierarchy, real parented joint chains, and semantic sockets. Connect it to the runtime through a view adapter that never derives damage from rendered poses.

How should monster attack hitboxes work in a web game?

Attack contacts should come from authoritative action IDs and collision events on dedicated attack volumes, enabled only during the active window. Animation may expose a normalized phase but must never create damage by itself, and each contact applies once per action-target pair.

What collision layers does a game enemy need?

A conforming enemy needs five explicit layers: solid for world blocking, navigation for movement profile, hurt for damage-receiving volumes, attack for offensive contact shapes, and trigger for perception or effects. Use capsules, spheres, or boxes rather than visual mesh overlap.

Can I use imported GLB models with this monster system?

Yes, the asset contract supports procedural, GLB, or hybrid sources as long as provenance, license, scale, and forward axis are recorded. Imported models must still expose the required semantic joints, sockets, and collision layers to conform.

Why does my monster break when switching LOD levels?

LOD changes must alter visual children only while preserving root, joints, sockets, collision, and animation state. Socket drift across LOD tiers is a conformance failure, so keep gameplay transforms outside the swappable visual groups.

What are the performance budgets for a Three.js enemy?

The default budget targets near LOD at 50k triangles or fewer, far LOD at 12k or fewer, at most 48 draw calls, and up to 12 textures at 1024px. Boss or hero enemies can override these only with an explicit budget declaration.