3d-games
Featured3D game development principles. Rendering, shaders, physics, cameras.
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# 3D Game Development
> Principles for 3D game systems.
---
## 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 |
---
## 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
---
## 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
---
## 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 ...
Details
- Author
- sickn33
- Repository
- sickn33/antigravity-awesome-skills
- Created
- 4 months ago
- Last Updated
- today
- Language
- Python
- License
- MIT
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