Agent skill
building-router
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.
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Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/building-router
SKILL.md
Building Mechanics Router
Routes to 9 specialized skills based on game requirements.
Routing Protocol
- Classify — Single/multiplayer + scale + core features
- Match — Apply signal matching rules below
- Combine — Most games need 3-5 skills together
- 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:
- Multiplayer explicit →
multiplayer-buildingrequired - Scale indicator → >1000 pieces triggers
performance-at-scale - Persistence → Long-running servers trigger
decay-upkeep - Platform constraint → Mobile/VR triggers
platform-building - Default →
structural-physicsalways 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:
- Spatial index → Query foundation for all other systems
- Validator → Uses spatial for neighbor/support detection
- Damage → Uses spatial for cascade radius
- Network → Broadcasts all state changes
- 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.
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