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building-router

用于Three.js中的3D建筑游戏机制的路由器。在创建生存游戏、沙盒建造者、基地建造者或任何包含玩家构建结构的游戏中使用。该路由器连接到9个专门技能,包括性能、物理、多人游戏、地形、衰减、用户体验、平台支持和设计参考。从这里开始构建机制项目。

person作者: jakexiaohubgithub

Building Mechanics Router

Routes to 9 specialized skills based on game requirements.

Routing Protocol

  1. Classify — Single/multiplayer + scale + core features
  2. Match — Apply signal matching rules below
  3. Combine — Most games need 3-5 skills together
  4. 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:

  1. Multiplayer explicitmultiplayer-building required
  2. Scale indicator → >1000 pieces triggers performance-at-scale
  3. Persistence → Long-running servers trigger decay-upkeep
  4. Platform constraint → Mobile/VR triggers platform-building
  5. Defaultstructural-physics always 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:

  1. Spatial index → Query foundation for all other systems
  2. Validator → Uses spatial for neighbor/support detection
  3. Damage → Uses spatial for cascade radius
  4. Network → Broadcasts all state changes
  5. 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.