3d-games-v3

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3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.

diegosouzapw By diegosouzapw schedule Updated 6/2/2026

name: 3d-games-v3 description: "3D Game Development workflow skill. Use this skill when the user needs 3D game development principles. Rendering, shaders, physics, cameras and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off." version: "0.0.1" category: development tags: ["d-games-v3", "d-games", "game", "development", "principles", "rendering", "shaders", "physics"] complexity: beginner risk: safe tools: ["codex-cli", "claude-code", "cursor", "gemini-cli", "opencode"] source: community author: "sickn33" date_added: "2026-04-26" date_updated: "2026-04-26"

3D Game Development

Overview

This public intake copy packages plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games from https://github.com/sickn33/antigravity-awesome-skills into the native Omni Skills editorial shape without hiding its origin.

Use it when the operator needs the upstream workflow, support files, and repository context to stay intact while the public validator and private enhancer continue their normal downstream flow.

This intake keeps the copied upstream files intact and uses the external_source block in metadata.json plus ORIGIN.md as the provenance anchor for review.

3D Game Development > Principles for 3D game systems. ---

Imported source sections that did not map cleanly to the public headings are still preserved below or in the support files. Notable imported sections: 1. Rendering Pipeline, 3. 3D Physics, 4. Camera Systems, 5. Lighting, 6. Level of Detail (LOD), 7. Anti-Patterns.

When to Use This Skill

Use this section as the trigger filter. It should make the activation boundary explicit before the operator loads files, runs commands, or opens a pull request.

  • This skill is applicable to execute the workflow or actions described in the overview.
  • Use when the request clearly matches the imported source intent: 3D game development principles. Rendering, shaders, physics, cameras.
  • Use when the operator should preserve upstream workflow detail instead of rewriting the process from scratch.
  • Use when provenance needs to stay visible in the answer, PR, or review packet.
  • Use when copied upstream references, examples, or scripts materially improve the answer.
  • Use when the workflow should remain reviewable in the public intake repo before the private enhancer takes over.

Operating Table

Situation Start here Why it matters
First-time use metadata.json Confirms repository, branch, commit, and imported path through the external_source block before touching the copied workflow
Provenance review ORIGIN.md Gives reviewers a plain-language audit trail for the imported source
Workflow execution SKILL.md Starts with the smallest copied file that materially changes execution
Supporting context SKILL.md Adds the next most relevant copied source file without loading the entire package
Handoff decision ## Related Skills Helps the operator switch to a stronger native skill when the task drifts

Workflow

This workflow is intentionally editorial and operational at the same time. It keeps the imported source useful to the operator while still satisfying the public intake standards that feed the downstream enhancer flow.

  1. Confirm the user goal, the scope of the imported workflow, and whether this skill is still the right router for the task.
  2. Read the overview and provenance files before loading any copied upstream support files.
  3. Load only the references, examples, prompts, or scripts that materially change the outcome for the current request.
  4. Execute the upstream workflow while keeping provenance and source boundaries explicit in the working notes.
  5. Validate the result against the upstream expectations and the evidence you can point to in the copied files.
  6. Escalate or hand off to a related skill when the work moves out of this imported workflow's center of gravity.
  7. Before merge or closure, record what was used, what changed, and what the reviewer still needs to verify.

Imported Workflow Notes

Imported: 1. Rendering Pipeline

Stages

1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen

Optimization Principles

Technique Purpose
Frustum culling Don't render off-screen
Occlusion culling Don't render hidden
LOD Less detail at distance
Batching Combine draw calls

Examples

Example 1: Ask for the upstream workflow directly

Use @3d-games-v3 to handle <task>. Start from the copied upstream workflow, load only the files that change the outcome, and keep provenance visible in the answer.

Explanation: This is the safest starting point when the operator needs the imported workflow, but not the entire repository.

Example 2: Ask for a provenance-grounded review

Review @3d-games-v3 against metadata.json and ORIGIN.md, then explain which copied upstream files you would load first and why.

Explanation: Use this before review or troubleshooting when you need a precise, auditable explanation of origin and file selection.

Example 3: Narrow the copied support files before execution

Use @3d-games-v3 for <task>. Load only the copied references, examples, or scripts that change the outcome, and name the files explicitly before proceeding.

Explanation: This keeps the skill aligned with progressive disclosure instead of loading the whole copied package by default.

Example 4: Build a reviewer packet

Review @3d-games-v3 using the copied upstream files plus provenance, then summarize any gaps before merge.

Explanation: This is useful when the PR is waiting for human review and you want a repeatable audit packet.

Best Practices

Treat the generated public skill as a reviewable packaging layer around the upstream repository. The goal is to keep provenance explicit and load only the copied source material that materially improves execution.

  • Type - Purpose
  • Vertex - Position, normals
  • Fragment/Pixel - Color, lighting
  • Compute - General computation
  • Special effects (water, fire, portals)
  • Stylized rendering (toon, sketch)
  • Performance optimization

Imported Operating Notes

Imported: 2. Shader Principles

Shader Types

Type Purpose
Vertex Position, normals
Fragment/Pixel Color, lighting
Compute General computation

When to Write Custom Shaders

  • Special effects (water, fire, portals)
  • Stylized rendering (toon, sketch)
  • Performance optimization
  • Unique visual identity

Troubleshooting

Problem: The operator skipped the imported context and answered too generically

Symptoms: The result ignores the upstream workflow in plugins/antigravity-bundle-indie-game-dev/skills/game-development/3d-games, fails to mention provenance, or does not use any copied source files at all. Solution: Re-open metadata.json, ORIGIN.md, and the most relevant copied upstream files. Check the external_source block first, then restate the provenance before continuing.

Problem: The imported workflow feels incomplete during review

Symptoms: Reviewers can see the generated SKILL.md, but they cannot quickly tell which references, examples, or scripts matter for the current task. Solution: Point at the exact copied references, examples, scripts, or assets that justify the path you took. If the gap is still real, record it in the PR instead of hiding it.

Problem: The task drifted into a different specialization

Symptoms: The imported skill starts in the right place, but the work turns into debugging, architecture, design, security, or release orchestration that a native skill handles better. Solution: Use the related skills section to hand off deliberately. Keep the imported provenance visible so the next skill inherits the right context instead of starting blind.

Related Skills

  • @2d-games-v3 - Use when the work is better handled by that native specialization after this imported skill establishes context.
  • @algolia-search-v4 - Use when the work is better handled by that native specialization after this imported skill establishes context.
  • @algorithmic-art-v4 - Use when the work is better handled by that native specialization after this imported skill establishes context.
  • @api-patterns-v3 - Use when the work is better handled by that native specialization after this imported skill establishes context.

Additional Resources

Use this support matrix and the linked files below as the operator packet for this imported skill. They should reflect real copied source material, not generic scaffolding.

Resource family What it gives the reviewer Example path
references copied reference notes, guides, or background material from upstream references/n/a
examples worked examples or reusable prompts copied from upstream examples/n/a
scripts upstream helper scripts that change execution or validation scripts/n/a
agents routing or delegation notes that are genuinely part of the imported package agents/n/a
assets supporting assets or schemas copied from the source package assets/n/a

Imported Reference Notes

Imported: 3. 3D Physics

Collision Shapes

Shape Use Case
Box Buildings, crates
Sphere Balls, quick checks
Capsule Characters
Mesh Terrain (expensive)

Principles

  • Simple colliders, complex visuals
  • Layer-based filtering
  • Raycasting for line-of-sight

Imported: 4. Camera Systems

Camera Types

Type Use
Third-person Action, adventure
First-person Immersive, FPS
Isometric Strategy, RPG
Orbital Inspection, editors

Camera Feel

  • Smooth following (lerp)
  • Collision avoidance
  • Look-ahead for movement
  • FOV changes for speed

Imported: 5. Lighting

Light Types

Type Use
Directional Sun, moon
Point Lamps, torches
Spot Flashlight, stage
Ambient Base illumination

Performance Consideration

  • Real-time shadows are expensive
  • Bake when possible
  • Shadow cascades for large worlds

Imported: 6. Level of Detail (LOD)

LOD Strategy

Distance Model
Near Full detail
Medium 50% triangles
Far 25% or billboard

Imported: 7. Anti-Patterns

❌ 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

Remember: 3D is about illusion. Create the impression of detail, not the detail itself.

Imported: Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Install via CLI
npx skills add https://github.com/diegosouzapw/awesome-omni-skills --skill 3d-games-v3
Repository Details
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navigation Branch main
article Path SKILL.md
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