From bbeierle12-skill-mcp-claude
Three.js 3D building system with spatial indexing, structural physics (arcade/heuristic/realistic), and multiplayer networking (delta compression, client prediction).
How this skill is triggered — by the user, by Claude, or both
Slash command
/bbeierle12-skill-mcp-claude:3d-building-advancedThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
_meta.jsonreferences/multiplayer-networking.mdreferences/performance-at-scale.mdreferences/structural-physics-advanced.mdscripts/building-network-manager.jsscripts/chunk-manager.jsscripts/client-prediction.jsscripts/conflict-resolver.jsscripts/damage-propagation.jsscripts/delta-compression.jsscripts/heuristic-validator.jsscripts/octree.jsscripts/performance-profiler.jsscripts/physics-engine-lite.jsscripts/spatial-hash-grid.jsscripts/stability-optimizer.jsComplete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
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);
Read these for detailed implementation guidance:
references/performance-at-scale.md - Spatial partitioning, chunk loading, instancing, LODreferences/structural-physics-advanced.md - Arcade vs heuristic vs realistic physicsreferences/multiplayer-networking.md - Authority models, delta sync, conflict resolutionscripts/spatial-hash-grid.js - O(1) queries for uniform distributionscripts/octree.js - Adaptive queries for clustered basesscripts/chunk-manager.js - World streaming for large mapsscripts/performance-profiler.js - Benchmarking utilitiesscripts/heuristic-validator.js - Fast validation (Fortnite/Rust/Valheim modes)scripts/stability-optimizer.js - Caching and batch updatesscripts/damage-propagation.js - Damage states, cascading collapsescripts/physics-engine-lite.js - Optional realistic physicsscripts/delta-compression.js - Only send changed statescripts/client-prediction.js - Optimistic placement with rollbackscripts/conflict-resolver.js - Handle simultaneous buildsscripts/building-network-manager.js - Complete server/client system| Pieces | Distribution | Use |
|---|---|---|
| <1,000 | Any | Array |
| 1-5k | Uniform | SpatialHashGrid |
| 1-5k | Clustered | Octree |
| 5k+ | Any | ChunkManager + Octree |
Server-authoritative with client prediction. Use delta compression for sync.
npx claudepluginhub bbeierle12/skill-mcp-claudeGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.