Three.js 3D building system with spatial indexing, structural physics, and multiplayer networking. Use when creating survival games, sandbox builders, or any game with player-constructed structures. Covers performance optimization (spatial hash grids, octrees, chunk loading), structural validation (arcade/heuristic/realistic physics modes), and multiplayer sync (delta compression, client prediction, conflict resolution).
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
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);
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 resolutionscripts/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 utilitiesscripts/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 physicsscripts/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| Pieces | Distribution | Use | | ------ | ------------ | --------------------- | | <1,000 | Any | Array | | 1-5k | Uniform | SpatialHashGrid | | 1-5k | Clustered | Octree | | 5k+ | Any | ChunkManager + Octree |
Server-authoritative with client prediction. Use delta compression for sync.
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Category:developer