3d-games

A reference guide for developing and reviewing real-time 3D games. It explains how graphics are rendered and how to manage objects, shaders, physics colliders, cameras, lighting, and level of detail.

In plain words
What is it for?
Use it when building or reviewing 3D games, especially for optimizing geometry and draw calls, designing visual effects, setting up physics and cameras, or deciding how much detail distant objects need.
Why use it?
It helps developers understand where rendering work happens and how to reduce unnecessary work. It also provides guidance on choosing techniques such as culling, batching, and custom shaders.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/phuonghx/aim-cli/3d-games
Any agent
npx skills add phuonghx/aim-cli --skill 3d-games
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 910 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00099 $0.00910
Opus 5 $0.00049 $0.00455
Sonnet 5 $0.00020 $0.00182
Haiku 4.5 $0.00010 $0.00091

Measured yesterday against content hash 885a8e08f908, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

3d-games scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

aim/templates/aim-agents/skills/game-development/3d-games/SKILL.md · 127 lines

How it starts

The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Building Games in 3D

A reference for the rendering, simulation, and presentation systems behind real-time 3D.


The Rendering Pipeline

Geometry travels through a fixed sequence on its way to the screen:

vertices  →  transform & project    (vertex stage)
          →  fill triangles to a grid   (rasterization)
          →  shade each covered pixel   (fragment stage)
          →  composite to the framebuffer  (output)

Cut work before it reaches the GPU:

Technique What it skips
Frustum culling Objects outside the camera's view volume
Occlusion culling Objects fully blocked by closer geometry
Level of detail Triangle counts on anything far away
Batching Per-object overhead by merging draw calls

Shaders

Stage Responsibility
Vertex Positions, normals, per-vertex transforms
Fragment / pixel Final color and per-pixel lighting
Compute General-purpose GPU math, no fixed output

Reach for a custom shader when you need:

  • A bespoke effect the standard material cannot produce — flowing water, flickering fire, a swirling portal.
  • A deliberate art direction such as cel-shading or a hand-drawn sketch look.
  • A faster path than the default lighting for a specific case.
  • A signature look that sets the title apart visually.

Physics in 3D

Collider Typical assignment
Box Crates, walls, buildings
Sphere Projectiles, broad-phase checks
Capsule Player and creature bodies
Mesh Detailed terrain — accurate but costly

Guiding rules:

  • Pair a lightweight collider with the detailed visual mesh; never collide against the render geometry directly.
  • Route interactions through collision layers so unrelated objects ignore each other.
  • Use raycasts for sightlines, hit-scan weapons, and ground checks.

Cameras

Rig Where it fits
Third-person Action and adventure
First-person Shooters and immersive play
Isometric Strategy and RPGs
Orbital Asset inspection and editor views

Read the full file on GitHub · 127 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 127 lines · 99 tokens per session scan A 885a8e08f908

Subscribe to this mod's changes

3d-games is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 99 tokens to every session and 910 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.