| name | 3d-building-mechanics |
| description | Complete Three.js building system with spatial indexing, structural physics, and multiplayer networking. Use for survival/crafting games, sandbox games, multiplayer construction, or any 3D building mechanics. |
3D Building Mechanics - Advanced Skill
Complete Three.js building system with performance optimization, structural physics, and multiplayer networking.
When to Use This Skill
Use when building:
- Survival/crafting games with base building
- Creative sandbox games
- Multiplayer construction games
- Any 3D building mechanics in Three.js
Quick Start
import { SpatialHashGrid } from './scripts/spatial-hash-grid.js';
import { HeuristicValidator } from './scripts/heuristic-validator.js';
import { ClientPrediction } from './scripts/client-prediction.js';
// Set up spatial indexing
const spatialIndex = new SpatialHashGrid(10);
// Set up structural validation (Rust/Valheim style)
const validator = new HeuristicValidator({ mode: 'heuristic' });
// For multiplayer - client prediction
const prediction = new ClientPrediction(buildingSystem);
File Structure
references/
performance-at-scale.md - Spatial partitioning, chunks, instancing
structural-physics-advanced.md - Arcade vs heuristic vs realistic
multiplayer-networking.md - Authority models, delta sync, conflicts
scripts/
spatial-hash-grid.js - O(1) spatial queries for uniform distribution
octree.js - Adaptive spatial queries for clustered bases
chunk-manager.js - World streaming for large maps
performance-profiler.js - Benchmarking utilities
heuristic-validator.js - Fast stability checking (Fortnite/Rust/Valheim)
stability-optimizer.js - Caching and batch updates
damage-propagation.js - Damage states, cascading collapse
physics-engine-lite.js - Optional realistic physics
delta-compression.js - Only send what changed
client-prediction.js - Optimistic placement with rollback
conflict-resolver.js - Handle simultaneous builds
building-network-manager.js - Complete server/client networking
Key Patterns
Spatial Indexing Decision
- <1,000 pieces: Simple array
- 1,000-5,000 uniform: SpatialHashGrid
- 1,000-5,000 clustered: Octree
- 5,000+: ChunkManager + Octree per chunk
Structural Physics Modes
- Arcade (Fortnite): Connectivity only, instant collapse
- Heuristic (Rust/Valheim): Stability %, predictable rules
- Realistic: Full stress/strain, computationally expensive
Multiplayer Authority
- Server-authoritative with client prediction
- Delta compression (only send changes)
- Conflict resolution: first-write, timestamp, or lock-based