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.mdsource 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:
- Spatial partitioning, chunk loading, instancing, LODreferences/performance-at-scale.md
- Arcade vs heuristic vs realistic physicsreferences/structural-physics-advanced.md
- Authority models, delta sync, conflict resolutionreferences/multiplayer-networking.md
Scripts
Performance (references/performance-at-scale.md)
- O(1) queries for uniform distributionscripts/spatial-hash-grid.js
- Adaptive queries for clustered basesscripts/octree.js
- World streaming for large mapsscripts/chunk-manager.js
- Benchmarking utilitiesscripts/performance-profiler.js
Structural Physics (references/structural-physics-advanced.md)
- Fast validation (Fortnite/Rust/Valheim modes)scripts/heuristic-validator.js
- Caching and batch updatesscripts/stability-optimizer.js
- Damage states, cascading collapsescripts/damage-propagation.js
- Optional realistic physicsscripts/physics-engine-lite.js
Multiplayer (references/multiplayer-networking.md)
- Only send changed statescripts/delta-compression.js
- Optimistic placement with rollbackscripts/client-prediction.js
- Handle simultaneous buildsscripts/conflict-resolver.js
- Complete server/client systemscripts/building-network-manager.js
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.