smithery/tanepiper

building-mechanics

Three.js 3D building system with spatial indexing, structural physics, and multiplayer networking.

Installation

$ npx skills add smithery/tanepiper --skill building-mechanics

Summary

  • 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).

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

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Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,220 B
  • docs SUMMARY.md 450 B

History

  1. First recorded snapshot · 0 installs

SKILL.md

3D Building Mechanics

Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.

Quick Start

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.