3d-graphics-and-rendering

3d-graphics-and-rendering is a skill for Claude Code from rondorkerin/gamestack. It costs 306 tokens per session (1,370 once invoked), scanned A, original, MIT.

A guide for designing and reviewing the rendering system of a real-time 3D game. Rendering is the process that turns models, materials, lights, and effects into each displayed frame.

In plain words
What is it for?
Use it to choose lighting and material methods, plan shadows and global illumination, set culling and level-of-detail budgets, and order post-processing effects.
Why use it?
Rendering choices affect visual style, image quality, frame rate, and memory or graphics-processing limits. Making these decisions deliberately helps avoid performance and consistency problems.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to choose lighting and material methods, plan shadows and global illumination, set culling and level-of-detail budgets, and order post-processing effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/rondorkerin/gamestack/3d-graphics-and-rendering
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.

Any agent
npx skills add rondorkerin/gamestack --skill 3d-graphics-and-rendering
Clone the repo
git clone --depth 1 https://github.com/rondorkerin/gamestack

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for 3d-graphics-and-rendering

README.md
[![agentmods](https://agentmods.dev/badge/skills/rondorkerin/gamestack/3d-graphics-and-rendering/github.svg)](https://agentmods.dev/skills/rondorkerin/gamestack/3d-graphics-and-rendering)
Your own site
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/3d-graphics-and-rendering"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/3d-graphics-and-rendering/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for 3d-graphics-and-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/3d-graphics-and-rendering"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/3d-graphics-and-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 306 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,370 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00306 $0.01370
Opus 5 $0.00153 $0.00685
Sonnet 5 $0.00061 $0.00274
Haiku 4.5 $0.00031 $0.00137

Measured 11d ago against content hash cbb1ed3b6f78, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

3d-graphics-and-rendering 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 11d ago.

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.

plugins/gamestack/skills/3d-graphics-and-rendering/SKILL.md · 46 lines

How it starts

The opening of the file, as written. The whole thing — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.

3D Graphics & Rendering

How a real-time engine turns geometry, materials, and lights into a frame — and which of those choices a generator can safely vary versus which must be frozen. Rendering is a pipeline of fixed stages with hard limits and hard budgets; getting the architecture and the imaging contract right up front is what keeps a 3D game both performant and visually coherent.

Tier: technical craft (→ gamestack-core). Engine-agnostic rendering principles every real-time 3D (or 2D with lighting) game obeys.

When to use this

  • Choosing the lighting architecture (forward / deferred / forward+/clustered) and living with its constraints
  • Picking a PBR workflow (metallic/roughness vs specular/glossiness) or deliberately departing into stylized/NPR
  • Selecting a GI approach (baked lightmaps · light probes · voxel/SDF GI · ray-traced) by scene dynamism and budget
  • Tuning shadows (slope-scaled bias, cascaded shadow maps) out of the acne↔peter-panning band
  • Setting performance budgets: culling, LOD, batching/instancing, overdraw — after diagnosing CPU- vs GPU-bound
  • Ordering the post chain (HDR effects → tonemap → LDR grade) and freezing the exposure/tonemap/AO/AA contract
  • Deciding which rendering parameters a generator may vary vs which are a fixed pipeline contract

Scope

This skill owns the pipeline, lighting, performance, and imaging layer — how the frame is assembled, not what's painted into it. Adjacent concerns live in sibling skills:

  • Material & VFX authoring: the shader model, node-graph/procedural materials, particles, decals, screen-space effects, stylization mechanics → shaders-and-vfx (this skill picks deferred-vs-forward and the overdraw budget; that skill authors the materials and effects living inside it)
  • Visual readability, silhouette, signal color, readability-over-fidelity → art-direction-and-readability
  • Generated meshes, terrain, noise, marching cubes, mesh topology correctness, scatter placement → procedural-geometry (this skill renders what that skill generates; the mesh-validity contract is shared)
  • Animation/skinning/blend systems → animation-systems

Read the full file on GitHub · 46 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 46 lines · 306 tokens per session scan A cbb1ed3b6f78

Subscribe to this mod's changes

3d-graphics-and-rendering is a skill published in the GitHub repository rondorkerin/gamestack (28 stars, last pushed 2mo ago), licensed MIT. It adds 306 tokens to every session and 1,370 once invoked, about $0.0015 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 2026-08-30.

Related

Other skills, from other repositories

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

TraftG/opencode-game-studio · 38 tokens

comptable

Comptabilité, fiscalité et facturation pour entreprises françaises. Gère écritures PCG, déclarations TVA, IS/IR, clôture annuelle, liasse fiscale (2033/2065), FEC, états financiers, et chaîne facturation (mentions obligatoires, numérotation, Factur-X/UBL/CII, plateformes agréées PDP/PA, e-reporting, réforme 2026…

romainsimon/paperasse · 143 tokens

fiscaliste

Fiscaliste IA pour la fiscalité personnelle des particuliers français : optimisation et déclaration de l'impôt sur le revenu, IFI, revenus du capital, revenus fonciers, equity salarial, crypto-actifs et PER. Couvre le calcul de l'IR (barème, quotient familial, décote, PAS, CEHR, revenus exceptionnels), la déclaration…

romainsimon/paperasse · 302 tokens

syndic

Gère un parc de copropriétés en France avec vue portfolio consolidée. Couvre administration, comptabilité (décret 2005, plan comptable copro, 5 annexes), assemblées générales (convocation, PV, notification), appels de fonds, travaux, fournisseurs, recouvrement d'impayés et transition de syndic. Maîtrise les majorités…

romainsimon/paperasse · 194 tokens

ux-design

Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.

Donchitos/Claude-Code-Game-Studios · 61 tokens

quick-design

Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.

Donchitos/Claude-Code-Game-Studios · 57 tokens