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3d-games

3D game development principles. Rendering, shaders, physics, cameras.

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3D Game Development

Principles for 3D game systems.


1. Rendering Pipeline

Stages

1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen

Optimization Principles

TechniquePurpose
Frustum cullingDon't render off-screen
Occlusion cullingDon't render hidden
LODLess detail at distance
BatchingCombine draw calls

2. Shader Principles

Shader Types

TypePurpose
VertexPosition, normals
Fragment/PixelColor, lighting
ComputeGeneral computation

When to Write Custom Shaders

  • Special effects (water, fire, portals)
  • Stylized rendering (toon, sketch)
  • Performance optimization
  • Unique visual identity

3. 3D Physics

Collision Shapes

ShapeUse Case
BoxBuildings, crates
SphereBalls, quick checks
CapsuleCharacters
MeshTerrain (expensive)

Principles

  • Simple colliders, complex visuals
  • Layer-based filtering
  • Raycasting for line-of-sight

4. Camera Systems

Camera Types

TypeUse
Third-personAction, adventure
First-personImmersive, FPS
IsometricStrategy, RPG
OrbitalInspection, editors

Camera Feel

  • Smooth following (lerp)
  • Collision avoidance
  • Look-ahead for movement
  • FOV changes for speed

5. Lighting

Light Types

TypeUse
DirectionalSun, moon
PointLamps, torches
SpotFlashlight, stage
AmbientBase illumination

Performance Consideration

  • Real-time shadows are expensive
  • Bake when possible
  • Shadow cascades for large worlds

6. Level of Detail (LOD)

LOD Strategy

DistanceModel
NearFull detail
Medium50% triangles
Far25% or billboard

7. Anti-Patterns

❌ Don't✅ Do
Mesh colliders everywhereSimple shapes
Real-time shadows on mobileBaked or blob shadows
One LOD for all distancesDistance-based LOD
Unoptimized shadersProfile and simplify

Remember: 3D is about illusion. Create the impression of detail, not the detail itself.

Repository
vudovn/ag-kit
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lchenrique/politron-ide
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since Feb 24, 2026

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