3D game development principles. Rendering, shaders, physics, cameras.
Principles for 3D game systems.
1. Vertex Processing → Transform geometry
2. Rasterization → Convert to pixels
3. Fragment Processing → Color pixels
4. Output → To screen
| Technique | Purpose | |-----------|---------| | Frustum culling | Don't render off-screen | | Occlusion culling | Don't render hidden | | LOD | Less detail at distance | | Batching | Combine draw calls |
| Type | Purpose | |------|---------| | Vertex | Position, normals | | Fragment/Pixel | Color, lighting | | Compute | General computation |
| Shape | Use Case | |-------|----------| | Box | Buildings, crates | | Sphere | Balls, quick checks | | Capsule | Characters | | Mesh | Terrain (expensive) |
| Type | Use | |------|-----| | Third-person | Action, adventure | | First-person | Immersive, FPS | | Isometric | Strategy, RPG | | Orbital | Inspection, editors |
| Type | Use | |------|-----| | Directional | Sun, moon | | Point | Lamps, torches | | Spot | Flashlight, stage | | Ambient | Base illumination |
| Distance | Model | |----------|-------| | Near | Full detail | | Medium | 50% triangles | | Far | 25% or billboard |
| ❌ Don't | ✅ Do | |----------|-------| | Mesh colliders everywhere | Simple shapes | | Real-time shadows on mobile | Baked or blob shadows | | One LOD for all distances | Distance-based LOD | | Unoptimized shaders | Profile and simplify |
Remember: 3D is about illusion. Create the impression of detail, not the detail itself.
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Category:developer