building-mechanics
Skill9 starsChanged 6 months agoMITView on GitHub
Three.js 3D building system with spatial indexing, structural physics, and multiplayer networking. Use when creating survival games, sandbox builders, or any game with player-constructed structures. Covers performance optimization (spatial hash grids, octrees, chunk loading), structural validation (arcade/heuristic/realistic physics modes), and multiplayer sync (delta compression, client prediction, conflict resolution).
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The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
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Distinctive · estimate
This author's own choices. Worth a look.
0
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Tied to their project's names, files or tools. Probably skip.
- Common
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- Very specific
- Distinctive: line 29
Read these for detailed implementation guidance:
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
3D Building Mechanics
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
Quick Start
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
// Spatial indexing for fast queries
const spatialIndex = new SpatialHashGrid(10);
spatialIndex.insert(piece, piece.position);
const nearby = spatialIndex.queryRadius(position, 15);
// Structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
validator.addPiece(piece);
const canPlace = validator.validatePlacement(newPiece);Reference Files
Read these for detailed implementation guidance:
references/performance-at-scale.md- Spatial partitioning, chunk loading, instancing, LODreferences/structural-physics-advanced.md- Arcade vs heuristic vs realistic physicsreferences/multiplayer-networking.md- Authority models, delta sync, conflict resolution
Scripts
Performance (references/performance-at-scale.md)
scripts/spatial-hash-grid.js- O(1) queries for uniform distributionscripts/octree.js- Adaptive queries for clustered basesscripts/chunk-manager.js- World streaming for large mapsscripts/performance-profiler.js- Benchmarking utilities
Structural Physics (references/structural-physics-advanced.md)
scripts/heuristic-validator.js- Fast validation (Fortnite/Rust/Valheim modes)scripts/stability-optimizer.js- Caching and batch updatesscripts/damage-propagation.js- Damage states, cascading collapsescripts/physics-engine-lite.js- Optional realistic physics
Multiplayer (references/multiplayer-networking.md)
scripts/delta-compression.js- Only send changed statescripts/client-prediction.js- Optimistic placement with rollbackscripts/conflict-resolver.js- Handle simultaneous buildsscripts/building-network-manager.js- Complete server/client system
Key Patterns
Spatial Indexing Selection
| Pieces | Distribution | Use |
| <1,000 | Any | Array |
| 1-5k | Uniform | SpatialHashGrid |
| 1-5k | Clustered | Octree |
| 5k+ | Any | ChunkManager + Octree |
Physics Mode Selection
- Arcade (Fortnite): Connectivity only, instant collapse, best for combat
- Heuristic (Rust/Valheim): Stability %, predictable, best for survival
- Realistic: Full stress/strain, expensive, best for engineering sims
Multiplayer Pattern
Server-authoritative with client prediction. Use delta compression for sync.
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