Claude-skill-registry building-mechanics

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).

install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/3d-building-advanced" ~/.claude/skills/majiayu000-claude-skill-registry-building-mechanics && rm -rf "$T"
manifest: skills/data/3d-building-advanced/SKILL.md
source content

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, LOD
  • references/structural-physics-advanced.md
    - Arcade vs heuristic vs realistic physics
  • references/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 distribution
  • scripts/octree.js
    - Adaptive queries for clustered bases
  • scripts/chunk-manager.js
    - World streaming for large maps
  • scripts/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 updates
  • scripts/damage-propagation.js
    - Damage states, cascading collapse
  • scripts/physics-engine-lite.js
    - Optional realistic physics

Multiplayer (references/multiplayer-networking.md)

  • scripts/delta-compression.js
    - Only send changed state
  • scripts/client-prediction.js
    - Optimistic placement with rollback
  • scripts/conflict-resolver.js
    - Handle simultaneous builds
  • scripts/building-network-manager.js
    - Complete server/client system

Key Patterns

Spatial Indexing Selection

PiecesDistributionUse
<1,000AnyArray
1-5kUniformSpatialHashGrid
1-5kClusteredOctree
5k+AnyChunkManager + 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.