home / skills / bbeierle12 / skill-mcp-claude / building-router

building-router skill

/skills/building-router

This skill routes building mechanics through focused sub-skills to optimize performance, physics, multiplayer, terrain, decay, and UX in Three.js projects.

npx playbooks add skill bbeierle12/skill-mcp-claude --skill building-router

Review the files below or copy the command above to add this skill to your agents.

Files (3)
SKILL.md
4.1 KB
---
name: building-router
description: Router for 3D building game mechanics in Three.js. Use when creating survival games, sandbox builders, base builders, or any game with player-constructed structures. Routes to 9 specialized skills for performance, physics, multiplayer, terrain, decay, UX, platform support, and design reference. Start here for building mechanics projects.
---

# Building Mechanics Router

Routes to 9 specialized skills based on game requirements.

## Routing Protocol

1. **Classify** — Single/multiplayer + scale + core features
2. **Match** — Apply signal matching rules below
3. **Combine** — Most games need 3-5 skills together
4. **Load** — Read matched SKILL.md files before implementation

## Quick Route

### Tier 1: Core Mechanics
| Need | Skill | Signals |
|------|-------|---------|
| Spatial queries, collision | `performance-at-scale` | slow, lag, optimize, spatial, collision, thousands |
| Stability, damage, collapse | `structural-physics` | stability, collapse, support, damage, Fortnite, Rust, Valheim |
| Network sync, prediction | `multiplayer-building` | network, multiplayer, sync, server, latency, authoritative |

### Tier 2: Enhanced Features
| Need | Skill | Signals |
|------|-------|---------|
| Slopes, foundations, anchoring | `terrain-integration` | slope, terrain, foundation, ground, pillar, heightmap |
| Timer decay, Tool Cupboard | `decay-upkeep` | decay, upkeep, maintenance, tool cupboard, abandoned |
| Blueprints, undo/redo, preview | `builder-ux` | blueprint, prefab, undo, redo, ghost, preview, selection |

### Tier 3: Platform & Reference
| Need | Skill | Signals |
|------|-------|---------|
| Touch, VR, accessibility | `platform-building` | mobile, touch, VR, hand tracking, colorblind |
| Design analysis, trade-offs | `case-studies-reference` | how does Fortnite/Rust do, compare games, trade-offs |

## Signal Priority

When multiple signals present:
1. **Multiplayer explicit** → `multiplayer-building` required
2. **Scale indicator** → >1000 pieces triggers `performance-at-scale`
3. **Persistence** → Long-running servers trigger `decay-upkeep`
4. **Platform constraint** → Mobile/VR triggers `platform-building`
5. **Default** → `structural-physics` always relevant for building games

## Common Combinations

### Full Survival (Rust-style, 6 skills)
```
performance-at-scale → spatial indexing
structural-physics → stability + damage
multiplayer-building → networking
terrain-integration → foundations on slopes
decay-upkeep → Tool Cupboard + upkeep
builder-ux → blueprints + undo
```

### Battle Royale Building (2 skills)
```
performance-at-scale → fast collision
multiplayer-building → low-latency sync
```

### Single-Player Builder (3-4 skills)
```
structural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 pieces
```

### Persistent Server (4 skills)
```
multiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity management
```

## Decision Table

| Mode | Scale | Terrain | Skills |
|------|-------|---------|--------|
| Single | <1K | Grid | physics + ux |
| Single | <1K | Natural | physics + terrain + ux |
| Single | >1K | Any | performance + physics + ux |
| Multi | Fast | Any | performance + multiplayer |
| Multi | Survival | Any | performance + physics + multiplayer + decay |
| Multi | Persistent | Any | performance + physics + multiplayer + decay + ux |

## Integration Order

When combining skills, wire in this sequence:
1. **Spatial index** → Query foundation for all other systems
2. **Validator** → Uses spatial for neighbor/support detection
3. **Damage** → Uses spatial for cascade radius
4. **Network** → Broadcasts all state changes
5. **Client prediction** → Uses local spatial + validator

## Fallback

- **No scale stated** → Ask: "How many pieces expected?"
- **Unclear mode** → Ask: "Single-player or multiplayer?"
- **Generic "building game"** → Start with `structural-physics` + `builder-ux`

## Reference

See `references/integration-guide.md` for complete wiring patterns and code examples.

Overview

This skill is a router for building mechanics in Three.js games, guiding you to the right specialized capabilities for your project. It helps classify game mode, scale, persistence, and platform constraints, then routes to the appropriate combination of skills for performant, playable building systems. Start here when implementing survival, sandbox, or player-construction features.

How this skill works

It inspects high-level signals such as single vs multiplayer, expected piece count, persistence, and platform (mobile/VR). Based on those signals it matches rules to select relevant skills (performance, physics, multiplayer, terrain, decay, UX, platform, and reference). It also recommends combinations and an integration order to wire systems correctly for spatial queries, validation, damage propagation, and network sync.

When to use it

  • Starting a new building mechanics project in Three.js (survival, sandbox, base-builder).
  • Deciding which technical priorities to implement first (scale, network, persistence).
  • Designing integration order for spatial indexing, validation, damage, and networking.
  • Choosing feature sets for platform constraints like mobile or VR.
  • Planning a persistent server or large-scale world with many player-built pieces.

Best practices

  • Classify mode (single vs multiplayer) and expected piece count before selecting skills.
  • Combine 3–5 skills commonly; don’t try to implement every feature at once.
  • Wire systems in the recommended order: spatial index → validator → damage → network → client prediction.
  • Prioritize multiplayer routing when network signals are explicit; prioritize performance for >1k pieces.
  • Ask clarifying questions when mode or scale is unspecified (e.g., pieces expected, single or multiplayer).

Example use cases

  • Rust-style persistent survival: performance, structural physics, multiplayer, terrain, decay, UX.
  • Battle-royale fast-build: performance-at-scale + multiplayer-building for low-latency sync.
  • Single-player sandbox with natural terrain: structural-physics + terrain-integration + builder-ux.
  • Persistent server cleanup: add decay-upkeep for automatic cleanup and tool cupboard mechanics.
  • Mobile/VR experience: include platform-building for touch, hand tracking, and accessibility.

FAQ

What if my project expects more than 1,000 pieces?

Treat that as a scale signal and route to performance-at-scale first; spatial indexing and entity management become critical.

Which skill is always relevant for building games?

structural-physics is a safe default — even simple builders need stability and support logic.