home / skills / bbeierle12 / skill-mcp-claude / 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-routerReview the files below or copy the command above to add this skill to your agents.
---
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.
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.
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.
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.