home / skills / bbeierle12 / skill-mcp-claude / 3d-building-advanced
This skill provides a complete 3D building system with spatial indexing, structural physics, and multiplayer synchronization to speed up survival game
npx playbooks add skill bbeierle12/skill-mcp-claude --skill 3d-building-advancedReview the files below or copy the command above to add this skill to your agents.
---
name: building-mechanics
description: 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).
---
# 3D Building Mechanics
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
## Quick Start
```javascript
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
| 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.
This skill provides a complete building mechanics suite for Three.js games, combining spatial indexing, structural validation, and multiplayer networking. It targets survival, sandbox, and player-built-structure games and is optimized for large-scale worlds. The system is modular so you can choose between lightweight arcade behavior or realistic physics and plug in networking helpers for authoritative multiplayer.
Spatial modules (spatial-hash grid, octree, chunk manager) index pieces for fast proximity queries and scalable streaming. Structural modules offer three physics modes—arcade, heuristic, and realistic—plus validators, stability caching, and damage propagation. Networking components implement delta compression, client prediction, and conflict resolution with a server-authoritative pattern.
Which physics mode should I pick for multiplayer?
Use heuristic mode for a balance of predictability and performance; reserve realistic mode for small-scale or server-side-only simulations.
How do I scale to tens of thousands of pieces?
Partition the world into chunks, use an octree per chunk for clustered queries, and stream geometry plus instancing to reduce draw and memory cost.