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.