Игры и 3D
building-games
Браузерные игры: loop, камера, perf, жанры
.grok/skills/building-games/SKILL.mdКратко (RU)
Главный skill для игр и interactive/canvas/3D. Игровой цикл и тайминг, ориентация 3D/камера, коллизии, производительность, audio, save, game feel. Есть references по жанрам (platformer, FPS, racing, voxel, tower defense…). Single-player. Overlay UI — через design-ui; знаки WASD — через controls.
Full skill content
Original English markdown — rendered or raw source.
.grok/skills/building-games/SKILL.md11,736 charsFrontmatter (YAML)
name: building-games description: > Build browser games and interactive/canvas/3D experiences in this TanStack Start + React app. Use for any game, simulation, or WebGL/Canvas experience — 2D or 3D, single-player. Covers the game loop & timing, 3D orientation/camera conventions, collision, performance, assets, audio, save, game feel, and per-genre playbooks. For WASD / vehicle / flight **input signs and inverted A/D**, open the **`controls`** skill — do not rely on this file or racing-kart alone. Triggers on "game", "minecraft", "fps", "platformer", "racing", "tetris", "snake", "shooter", "3d", "three.js", "canvas", "voxel", "physics". metadata: short-description: "Browser games: loop, 3D orientation, camera, perf, assets, genres"
Building Games
Build a playable, correct browser game — not a static screenshot. A game is just a React route with a <canvas> (or <Canvas> for R3F) plus DOM overlay UI. Style the overlay (start screen, HUD, menus) with the `design-ui` skill; this skill owns the gameplay loop and world.
Controls / inverted A/D: open `.grok/skills/controls/SKILL.md` before writing WASD, steering, or flight input. Vehicle/flight demos often ship with A/D flipped if you only read this file or a single genre playbook.
Scope note — single-player, bots, or small P2P co-op:
- Ship single-player or single-player + AI/bots by default.
- 2–8 player co-op / casual realtime (shared cursors, party games, casual
action among friends) is supported — use the `multiplayer-p2p` skill (WebRTC mesh, signaled at /api/rtc). Read its trust model first.
- P2P is the only supported multiplayer right now. Do not half-build sockets
that can’t connect.
References (load on demand):
- `controls` skill (
../controls/) — required for movement/steer/flight:
player-visible A/D, inverted-steer anti-pattern, flight ailerons, mandatory self-test + window.__controlsTest. Not optional for vehicles/planes.
references/threejs-foundational.md— the deep 3D/loop/perf reference. Read for 3D.references/3d-libs.md— three.js + @react-three/fiber + drei + rapier usage.- `threejs` skill (
../threejs/) — official full Three.js + TSL API dump
(llms-full.txt). Load for advanced materials/shaders/WebGPU/loaders; not for simple 2D canvas games.
references/babylon.md— Babylon.js, the batteries-included 3D engine alternative.references/phaser.md— Phaser 3, the default engine for 2D games.references/ecs-architecture.md— entity-component-system structure for larger games.references/genres/*.md— per-genre playbooks (fps, platformer-2d, racing-kart,
puzzle-match3-tetris, voxel-minecraft, endless-runner, topdown-twin-stick, tower-defense, board-card-chess). Genre files do not replace `controls`.
references/game-feel-juice.md,input.md,audio.md,collision-physics.md,
save-persistence.md, procedural-generation.md, ai-pathfinding.md.
- `game-asset-core` (+
game-animation-frames/game-tilesets/
game-character-consistency / game-ui-icons) — engine-ready 2D art defaults and verification when generating sprites, sheets, tiles, or UI (see §6).
Pick the specific genre/topic reference for the build; this file is the universal core for loop/world. Input signs → `controls`. 2D game art → `game-asset-core`.
1. Game loop & timing (the #1 correctness issue)
- Drive the loop with the engine's RAF loop (
renderer.setAnimationLoop, R3F
useFrame, or requestAnimationFrame for 2D canvas). Never setInterval/ setTimeout/Date.now() for game timing.
- Scale ALL movement/animation by delta time (seconds) so speed is frame-rate
independent (60Hz vs 144Hz). Compute delta once per frame and reuse it.
- three.js: use
THREE.Timer(notClock—Clock.getDelta()returns ~0 on a
second call in the same frame, a classic freeze bug).
- Cap delta (
min(delta, 0.1)) so a backgrounded tab doesn't teleport things. - Fixed timestep for physics/gameplay: accumulate delta and step simulation at
a fixed rate (e.g. 1/60) while rendering at display rate — prevents tunneling and non-determinism.
2. Controls (delegate to the controls skill)
Open `.grok/skills/controls/SKILL.md` before implementing any WASD / steer / flight code. That skill is the source of truth for:
- Player-visible A = left / D = right (chase cam, while moving forward)
- Why *`KeyA → steer−` + `yaw += steer +rate` inverts** (most common bug)
- Vehicle vs FPS (strafe ≠ steer), fixed-wing ailerons, heli/drone notes
- Mandatory self-test +
window.__controlsTestprobe
Do not treat genres/racing-kart.md as the only place steer signs live — planes, jetskis, and mechs never open it.
Short reminder (full detail in `controls`):
// Vehicle yaw body (chase cam): A must increase yaw with this basis
forward = (-sin(yaw), 0, -cos(yaw))
// KeyA → steer = +1; yaw += steer * turnRate * speedFactor * dt
// WRONG (ships inverted): KeyA → steer = -1; yaw += steer * turnRate * dt- Pointer lock: mouse-look only — implement WASD yourself; click-to-play
overlay; dismiss on lock.
- Track keys with held state + dt; unify devices via
references/input.md. - Finish: run the
controlsskill checklist. Screenshot-only is insufficient
for vehicles/flight.
3. 3D orientation & world objects (the "sideways/backwards" bugs)
- three.js is right-handed, +Y up: +X right, +Y up, +Z toward viewer. **Meshes
face +Z; cameras look −Z** (the classic "camera backwards" gotcha).
- Primitives like
Cone/Cylinderpoint +Y by default → rotate to align a
tip with forward (geo.rotateX(Math.PI/2)).
- Orienting a mesh to face `forward` (meshes face +Z): simplest correct way
is mesh.lookAt(mesh.position.clone().add(forward)). To build the basis by hand, set the +Z column to `forward` and choose the x-axis that keeps it a proper right-handed rotation (det = +1): xAxis = normalize(cross(up, forward)), then makeBasis(xAxis, up, forward). Note this is cross(up, forward) — not the movement right = cross(forward, up) from §2. Targeting +Z (instead of a camera's −Z) flips the x-axis sign so that xAxis × up = forward; the frame stays right-handed (no mirroring). Do not use makeBasis(xAxis, up, -forward) for a mesh — that targets −forward (the camera convention) so the mesh faces backwards.
- Orienting a camera to look along
forward(cameras look −Z): set the +Z
column to -forward — xAxis = normalize(cross(forward, up)), then makeBasis(xAxis, up, -forward) (or just camera.lookAt(target)).
- Keep a consistent world
upso objects stay upright; only rotate flat primitives
to stand up.
- Verify glTF import orientation; debug with
AxesHelper/ArrowHelper. Upright
self-test: characters stand on the ground plane, not lying/sunk.
4. Camera must agree with movement
- Keep a dedicated `moveForward`/`moveRight` for movement, computed once and
never mutated by camera code (aliasing a shared temp vector makes camera and movement disagree — a real repro bug).
- Third-person follow:
desired = playerPos + up*height + moveForward*(-followDist);
lerp the camera toward it (use exp-based smoothing, delta-scaled), lookAt(player).
- Isolate-the-layer debug order: (1) keys register → (2) movement signs correct →
(3) camera agrees. Fix in that order.
5. Performance
- Minimize draw calls (
renderer.info.render.calls, target <100): share
materials, InstancedMesh/BatchedMesh for repeated objects, atlases.
- Dispose GPU resources yourself (
geometry/material/texture.dispose()) on
level change — three.js does not GC them. Pool bullets/enemies/particles.
- No per-frame allocations (reuse temp vectors). Compress textures; LOD for distance.
6. Assets (avoid the generated-photo trap)
- Interactive 3D elements (weapon viewmodels, characters, props, projectiles)
→ build from 3D geometry / glTF, not a generated image. A flat photorealistic JPG of a gun-in-hands used as an FPS viewmodel looks wrong, can't animate, and (JPG has no alpha) renders as a black box. Parent a real 3D viewmodel to the camera as an overlay render layer.
- Reserve image generation for flat 2D assets only (textures, sky/menu
backgrounds, 2D sprites, UI art). Never use a generated photo as a 3D mesh, viewmodel, or character substitute — build those in 3D geometry / glTF. Set crossOrigin="anonymous" on images drawn to canvas/textures. See the `imagine` skill (2D only — image tools cannot produce real 3D).
- Engine-ready game art doctrine → open `game-asset-core`
(../game-asset-core/) for defaults + blind verify + retry discipline, then the matching specialist: `game-animation-frames` (loop / motion laws), `game-tilesets`, `game-character-consistency`, `game-ui-icons`. These are QC/doctrine, not the export pipeline. Do not ship stick-figure placeholders when real art is expected.
- 2D game sprites / animation sheets → run `generate2dsprite`
(.grok/skills/generate2dsprite/SKILL.md): solid `#FF00FF` magenta image_gen sheets + chroma postprocess scripts (magenta is required for the processor). Wire transparent PNGs/GIFs into Canvas/Phaser. Still apply `game-asset-core` (+ animation/character specialists when relevant).
- 2D maps / levels / prop packs → open `generate2dmap`
(.grok/skills/generate2dmap/SKILL.md). Prefer foundation-only base + separate props/collision for playable maps. Browser default: raw_canvas / Phaser. Tileable ground/walls → also `game-tilesets` for 2×2 seam checks.
- Optional denser locomotion → run `video2dsprite` (Grok
image_to_video + sandbox scripts; magenta base). Prefer generate2dsprite for crisp production heroes. Use `game-animation-frames` for loop/flip-test laws; prefer `video2dsprite` over ad-hoc ffmpeg-only harvest in this sandbox.
7. Audio, save, feel
- Audio: unlock
AudioContexton the first user gesture (tap-to-start) or iOS
is silent; re-resume on visibilitychange. (references/audio.md)
- Save:
localStorage/IndexedDB with aversionfield + migrations. - Juice: screen shake, hit-stop, eased tweens, particles — cheap, huge
perceived-quality lift. Keep presentation separate from simulation.
8. Mobile
- Distinguish canvas buffer size from CSS size; respect
devicePixelRatio. touch-action: none, letterbox-fit to a base resolution, handle orientation.- Touch controls (virtual joystick + action buttons), ≥44px targets.
Stack / engine choice
- 3D → three.js, ideally via @react-three/fiber + drei (fits the React
app; drei gives pointer-lock/controls/loaders) + @react-three/rapier for physics/character controllers. See references/3d-libs.md.
- 2D → native Canvas 2D is enough for snake/tetris/flappy/platformer; reach for
Phaser only when the genre needs it.
- These game deps are not preinstalled —
npm installthem (and make sure they
land in package.json so the Vercel build has them).
Finish criteria (before "done")
- Loads with no console errors; visible gameplay (not a blank canvas).
- `controls` skill self-test passed (A = left / D = right from chase cam
while moving forward; flip one sign if inverted). Not screenshot-only.
- 3D upright & camera-agrees self-tests pass (§3, §4).
- Runs on mobile viewport with touch controls.
- Production build (
npm run build) renders the built output, not just dev.