argon-3d-game-engine
Skill2 starsChanged 28 days agoApache-2.0View on GitHub
Builds playable real-time browser 3D games with Gemini 4 Argon. Implements fixed-timestep game loops, rigid-body physics engines (Rapier.js, Cannon-es), player controllers (first-person, third-person, arcade), collision resolution, and state machines. Use when building 3D browser games, physics simulations, or interactive playable worlds.
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The file
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- Common
- Distinctive
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- Distinctive: line 220
Every Argon 3D game must define explicit finite state transitions:
≈ “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
Argon 3D Game Engine (argon-3d-game-engine)
The Argon 3D Game Engine skill guides the construction of real-time browser games using Gemini 4 Argon's physics and state synchronization capabilities. It bridges Three.js visual scene graphs with deterministic rigid-body physics (Rapier.js or Cannon-es).
🎮 Decoupled Game Loop Architecture
flowchart TD
Frame[requestAnimationFrame rAF Tick] --> CalcDelta[Calculate Variable Delta Time dt]
CalcDelta --> Accumulate[Accumulator += min dt, MAX_ACCUM]
subgraph FixedPhysics["Fixed Timestep Sub-Loop (60 Hz / dt = 0.0166s)"]
Accumulate --> CheckAccum{Accumulator >= FIXED_DT?}
CheckAccum -->|Yes| PollInput[Poll Player Input\nWASD, Touch, Gamepad]
PollInput --> StepPhysics[Step Physics Engine Simulation\nWorld.step]
StepPhysics --> Collisions[Process Trigger Events & Contacts]
Collisions --> Decrement[Accumulator -= FIXED_DT]
Decrement --> CheckAccum
end
CheckAccum -->|No| Interpolate[Sync Visual Meshes with Physics Rigid Bodies]
Interpolate --> UpdateFX[Update Particle Systems & Sound Pan]
UpdateFX --> Render[Render Scene Viewport via Camera]🏎️ Arcade Vehicle / Player Controller Implementation
Here is an architectural pattern for an arcade-style player controller combining Three.js rendering with @dimforge/rapier3d-compat (or cannon-es):
import * as THREE from 'three';
export interface InputState {
forward: boolean;
backward: boolean;
left: boolean;
right: boolean;
brake: boolean;
}
export class ArcadePlayerController {
public mesh: THREE.Group;
private input: InputState = {
forward: false,
backward: false,
left: false,
right: false,
brake: false
};
// Kinematic parameters
public speed = 0;
public maxSpeed = 28;
public acceleration = 18;
public deceleration = 12;
public turnSpeed = 2.4;
public heading = 0;
constructor() {
this.mesh = new THREE.Group();
this.buildVehicleMesh();
this.bindKeyboard();
}
private buildVehicleMesh(): void {
// Stylized low-poly vehicle body
const bodyGeo = new THREE.BoxGeometry(1.6, 0.6, 3.2);
const bodyMat = new THREE.MeshStandardMaterial({
color: 0x00e5ff,
roughness: 0.3,
metalness: 0.8
});
const bodyMesh = new THREE.Mesh(bodyGeo, bodyMat);
bodyMesh.position.y = 0.5;
bodyMesh.castShadow = true;
this.mesh.add(bodyMesh);
// Cabin / Windshield
const cabinGeo = new THREE.BoxGeometry(1.2, 0.5, 1.4);
const cabinMat = new THREE.MeshStandardMaterial({
color: 0x111625,
roughness: 0.1,
metalness: 0.9
});
const cabin = new THREE.Mesh(cabinGeo, cabinMat);
cabin.position.set(0, 0.95, -0.2);
cabin.castShadow = true;
this.mesh.add(cabin);
// Wheels
const wheelGeo = new THREE.CylinderGeometry(0.35, 0.35, 0.3, 16);
wheelGeo.rotateZ(Math.PI / 2);
const wheelMat = new THREE.MeshStandardMaterial({ color: 0x222222, roughness: 0.8 });
const positions = [
[-0.85, 0.35, 1.0], // Front Left
[0.85, 0.35, 1.0], // Front Right
[-0.85, 0.35, -1.0], // Rear Left
[0.85, 0.35, -1.0] // Rear Right
];
positions.forEach(([x, y, z]) => {
const wheel = new THREE.Mesh(wheelGeo, wheelMat);
wheel.position.set(x, y, z);
wheel.castShadow = true;
this.mesh.add(wheel);
});
}
private bindKeyboard(): void {
window.addEventListener('keydown', (e) => this.handleKey(e.code, true));
window.addEventListener('keyup', (e) => this.handleKey(e.code, false));
}
private handleKey(code: string, pressed: boolean): void {
switch (code) {
case 'KeyW':
case 'ArrowUp':
this.input.forward = pressed;
break;
case 'KeyS':
case 'ArrowDown':
this.input.backward = pressed;
break;
case 'KeyA':
case 'ArrowLeft':
this.input.left = pressed;
break;
case 'KeyD':
case 'ArrowRight':
this.input.right = pressed;
break;
case 'Space':
this.input.brake = pressed;
break;
}
}
public update(fixedDelta: number): void {
// 1. Acceleration & Braking
if (this.input.forward) {
this.speed = Math.min(this.speed + this.acceleration * fixedDelta, this.maxSpeed);
} else if (this.input.backward) {
this.speed = Math.max(this.speed - this.deceleration * fixedDelta, -this.maxSpeed * 0.4);
} else {
// Natural rolling friction
if (this.speed > 0) {
this.speed = Math.max(0, this.speed - this.deceleration * 0.5 * fixedDelta);
} else if (this.speed < 0) {
this.speed = Math.min(0, this.speed + this.deceleration * 0.5 * fixedDelta);
}
}
if (this.input.brake) {
this.speed *= Math.max(0, 1 - 4 * fixedDelta);
}
// 2. Steering (speed-dependent)
if (Math.abs(this.speed) > 0.1) {
const turnFactor = this.speed > 0 ? 1 : -1;
if (this.input.left) this.heading += this.turnSpeed * turnFactor * fixedDelta;
if (this.input.right) this.heading -= this.turnSpeed * turnFactor * fixedDelta;
}
// 3. Translation & Rotation
this.mesh.rotation.y = this.heading;
this.mesh.position.x += Math.sin(this.heading) * this.speed * fixedDelta;
this.mesh.position.z += Math.cos(this.heading) * this.speed * fixedDelta;
}
}🎥 Third-Person Camera Follow Rig
A smooth third-person camera prevents motion sickness through damped interpolation (lerp):
export function updateFollowCamera(
camera: THREE.PerspectiveCamera,
targetPosition: THREE.Vector3,
targetHeading: number,
delta: number
): void {
// Ideal camera offset relative to player
const distance = 8.0;
const height = 4.0;
const idealX = targetPosition.x - Math.sin(targetHeading) * distance;
const idealZ = targetPosition.z - Math.cos(targetHeading) * distance;
const idealY = targetPosition.y + height;
const idealPosition = new THREE.Vector3(idealX, idealY, idealZ);
// Smooth lerp camera position
camera.position.lerp(idealPosition, 1 - Math.exp(-6 * delta));
// Look ahead of vehicle
const lookAtTarget = targetPosition.clone().add(
new THREE.Vector3(Math.sin(targetHeading) * 4, 1.0, Math.cos(targetHeading) * 4)
);
camera.lookAt(lookAtTarget);
}🎯 Game State Management Protocol
Every Argon 3D game must define explicit finite state transitions:
export enum GameState {
BOOTING = 'BOOTING',
READY = 'READY',
PLAYING = 'PLAYING',
PAUSED = 'PAUSED',
GAME_OVER = 'GAME_OVER'
}
export class GameStateManager {
private state: GameState = GameState.BOOTING;
public transition(next: GameState): void {
console.log(`[Argon GameState] ${this.state} -> ${next}`);
this.state = next;
}
public isPlaying(): boolean {
return this.state === GameState.PLAYING;
}
}Does it work?
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