Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill building-mechanicsAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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, LODreferences/structural-physics-advanced.md- Arcade vs heuristic vs realistic physicsreferences/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 distributionscripts/octree.js- Adaptive queries for clustered basesscripts/chunk-manager.js- World streaming for large mapsscripts/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 updatesscripts/damage-propagation.js- Damage states, cascading collapsescripts/physics-engine-lite.js- Optional realistic physics
Multiplayer (references/multiplayer-networking.md)
scripts/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
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.



