cp-toolkit 2.2.2 → 2.2.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/commands/add.js +23 -16
- package/src/commands/doctor.js +15 -10
- package/src/commands/init.js +410 -64
- package/templates/AGENTS.md +47 -0
- package/templates/ARCHITECTURE.md +42 -0
- package/templates/agents/backend-specialist.md +1 -0
- package/templates/agents/code-archaeologist.md +116 -106
- package/templates/agents/database-architect.md +1 -0
- package/templates/agents/debugger.md +1 -0
- package/templates/agents/devops-engineer.md +1 -0
- package/templates/agents/documentation-writer.md +1 -0
- package/templates/agents/explorer-agent.md +83 -73
- package/templates/agents/frontend-specialist.md +1 -0
- package/templates/agents/game-developer.md +1 -0
- package/templates/agents/mobile-developer.md +1 -0
- package/templates/agents/orchestrator.md +426 -416
- package/templates/agents/penetration-tester.md +1 -0
- package/templates/agents/performance-optimizer.md +1 -0
- package/templates/agents/product-manager.md +122 -112
- package/templates/agents/product-owner.md +105 -95
- package/templates/agents/project-planner.md +416 -406
- package/templates/agents/qa-automation-engineer.md +113 -103
- package/templates/agents/security-auditor.md +1 -0
- package/templates/agents/seo-specialist.md +1 -0
- package/templates/agents/test-engineer.md +1 -0
- package/templates/skills/core/behavioral-modes/SKILL.md +244 -242
- package/templates/skills/core/brainstorming/SKILL.md +166 -163
- package/templates/skills/core/mcp-builder/SKILL.md +178 -176
- package/templates/skills/core/parallel-agents/SKILL.md +187 -175
- package/templates/skills/core/plan-writing/SKILL.md +154 -152
- package/templates/skills/optional/api-patterns/SKILL.md +83 -81
- package/templates/skills/optional/app-builder/SKILL.md +78 -75
- package/templates/skills/optional/app-builder/templates/SKILL.md +41 -39
- package/templates/skills/optional/architecture/SKILL.md +58 -55
- package/templates/skills/optional/bash-linux/SKILL.md +201 -199
- package/templates/skills/optional/code-review-checklist/SKILL.md +110 -109
- package/templates/skills/optional/database-design/SKILL.md +54 -52
- package/templates/skills/optional/deployment-procedures/SKILL.md +243 -241
- package/templates/skills/optional/documentation-templates/SKILL.md +196 -194
- package/templates/skills/optional/frontend-design/SKILL.md +421 -418
- package/templates/skills/optional/game-development/2d-games/SKILL.md +120 -119
- package/templates/skills/optional/game-development/3d-games/SKILL.md +136 -135
- package/templates/skills/optional/game-development/SKILL.md +169 -167
- package/templates/skills/optional/game-development/game-art/SKILL.md +187 -185
- package/templates/skills/optional/game-development/game-audio/SKILL.md +192 -190
- package/templates/skills/optional/game-development/game-design/SKILL.md +131 -129
- package/templates/skills/optional/game-development/mobile-games/SKILL.md +110 -108
- package/templates/skills/optional/game-development/multiplayer/SKILL.md +133 -132
- package/templates/skills/optional/game-development/pc-games/SKILL.md +146 -144
- package/templates/skills/optional/game-development/vr-ar/SKILL.md +124 -123
- package/templates/skills/optional/game-development/web-games/SKILL.md +152 -150
- package/templates/skills/optional/geo-fundamentals/SKILL.md +158 -156
- package/templates/skills/optional/i18n-localization/SKILL.md +156 -154
- package/templates/skills/optional/lint-and-validate/SKILL.md +48 -45
- package/templates/skills/optional/mobile-design/SKILL.md +397 -394
- package/templates/skills/optional/nextjs-react-expert/SKILL.md +271 -267
- package/templates/skills/optional/nodejs-best-practices/SKILL.md +335 -333
- package/templates/skills/optional/performance-profiling/SKILL.md +145 -143
- package/templates/skills/optional/powershell-windows/SKILL.md +169 -167
- package/templates/skills/optional/python-patterns/SKILL.md +443 -441
- package/templates/skills/optional/red-team-tactics/SKILL.md +201 -199
- package/templates/skills/optional/seo-fundamentals/SKILL.md +130 -129
- package/templates/skills/optional/server-management/SKILL.md +163 -161
- package/templates/skills/optional/systematic-debugging/SKILL.md +111 -109
- package/templates/skills/optional/tailwind-patterns/SKILL.md +271 -269
- package/templates/skills/optional/tdd-workflow/SKILL.md +150 -149
- package/templates/skills/optional/testing-patterns/SKILL.md +179 -178
- package/templates/skills/optional/vulnerability-scanner/SKILL.md +278 -276
- package/templates/skills/optional/web-design-guidelines/SKILL.md +60 -57
- package/templates/skills/optional/webapp-testing/SKILL.md +188 -187
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name: 2d-games
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description: 2D game development principles. Sprites, tilemaps, physics, camera.
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---
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name: 2d-games
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description: 2D game development principles. Sprites, tilemaps, physics, camera.
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allowed-tools: Read, Write, Edit, Glob, Grep
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version: '1.0'
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---
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# 2D Game Development
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> Principles for 2D game systems.
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---
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## 1. Sprite Systems
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### Sprite Organization
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| Component | Purpose |
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|-----------|---------|
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| **Atlas** | Combine textures, reduce draw calls |
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| **Animation** | Frame sequences |
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| **Pivot** | Rotation/scale origin |
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| **Layering** | Z-order control |
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### Animation Principles
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- Frame rate: 8-24 FPS typical
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- Squash and stretch for impact
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- Anticipation before action
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- Follow-through after action
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---
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## 2. Tilemap Design
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### Tile Considerations
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| Factor | Recommendation |
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|--------|----------------|
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| **Size** | 16x16, 32x32, 64x64 |
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| **Auto-tiling** | Use for terrain |
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| **Collision** | Simplified shapes |
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### Layers
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| Layer | Content |
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|-------|---------|
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| Background | Non-interactive scenery |
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| Terrain | Walkable ground |
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| Props | Interactive objects |
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| Foreground | Parallax overlay |
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---
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## 3. 2D Physics
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### Collision Shapes
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| Shape | Use Case |
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|-------|----------|
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| Box | Rectangular objects |
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| Circle | Balls, rounded |
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| Capsule | Characters |
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| Polygon | Complex shapes |
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### Physics Considerations
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- Pixel-perfect vs physics-based
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- Fixed timestep for consistency
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- Layers for filtering
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---
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## 4. Camera Systems
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### Camera Types
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| Type | Use |
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|------|-----|
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| **Follow** | Track player |
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| **Look-ahead** | Anticipate movement |
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| **Multi-target** | Two-player |
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| **Room-based** | Metroidvania |
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### Screen Shake
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- Short duration (50-200ms)
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- Diminishing intensity
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- Use sparingly
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---
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## 5. Genre Patterns
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### Platformer
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- Coyote time (leniency after edge)
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- Jump buffering
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- Variable jump height
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### Top-down
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- 8-directional or free movement
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- Aim-based or auto-aim
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- Consider rotation or not
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---
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## 6. Anti-Patterns
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| ❌ Don't | ✅ Do |
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|----------|-------|
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| Separate textures | Use atlases |
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| Complex collision shapes | Simplified collision |
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| Jittery camera | Smooth following |
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| Pixel-perfect on physics | Choose one approach |
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---
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> **Remember:** 2D is about clarity. Every pixel should communicate.
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name: 3d-games
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description: 3D game development principles. Rendering, shaders, physics, cameras.
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allowed-tools: Read, Write, Edit, Glob, Grep
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---
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name: 3d-games
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description: 3D game development principles. Rendering, shaders, physics, cameras.
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allowed-tools: Read, Write, Edit, Glob, Grep
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version: '1.0'
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---
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# 3D Game Development
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> Principles for 3D game systems.
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---
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## 1. Rendering Pipeline
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### Stages
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```
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1. Vertex Processing → Transform geometry
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2. Rasterization → Convert to pixels
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3. Fragment Processing → Color pixels
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4. Output → To screen
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```
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### Optimization Principles
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| Technique | Purpose |
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|-----------|---------|
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| **Frustum culling** | Don't render off-screen |
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| **Occlusion culling** | Don't render hidden |
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| **LOD** | Less detail at distance |
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| **Batching** | Combine draw calls |
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---
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## 2. Shader Principles
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### Shader Types
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| Type | Purpose |
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|------|---------|
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| **Vertex** | Position, normals |
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| **Fragment/Pixel** | Color, lighting |
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| **Compute** | General computation |
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### When to Write Custom Shaders
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- Special effects (water, fire, portals)
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- Stylized rendering (toon, sketch)
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- Performance optimization
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- Unique visual identity
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---
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## 3. 3D Physics
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### Collision Shapes
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| Shape | Use Case |
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|-------|----------|
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| **Box** | Buildings, crates |
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| **Sphere** | Balls, quick checks |
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| **Capsule** | Characters |
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| **Mesh** | Terrain (expensive) |
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### Principles
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- Simple colliders, complex visuals
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- Layer-based filtering
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- Raycasting for line-of-sight
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---
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## 4. Camera Systems
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### Camera Types
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| Type | Use |
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|------|-----|
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| **Third-person** | Action, adventure |
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| **First-person** | Immersive, FPS |
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| **Isometric** | Strategy, RPG |
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| **Orbital** | Inspection, editors |
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### Camera Feel
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- Smooth following (lerp)
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- Collision avoidance
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- Look-ahead for movement
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- FOV changes for speed
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---
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93
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## 5. Lighting
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95
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96
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### Light Types
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| Type | Use |
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|------|-----|
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| **Directional** | Sun, moon |
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| **Point** | Lamps, torches |
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| **Spot** | Flashlight, stage |
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| **Ambient** | Base illumination |
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105
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### Performance Consideration
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106
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+
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107
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- Real-time shadows are expensive
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- Bake when possible
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- Shadow cascades for large worlds
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110
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+
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111
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+
---
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112
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113
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## 6. Level of Detail (LOD)
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114
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+
|
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115
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### LOD Strategy
|
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116
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+
|
|
117
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| Distance | Model |
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|
118
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|----------|-------|
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|
119
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| Near | Full detail |
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|
120
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| Medium | 50% triangles |
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|
121
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| Far | 25% or billboard |
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|
122
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+
|
|
123
|
+
---
|
|
124
|
+
|
|
125
|
+
## 7. Anti-Patterns
|
|
126
|
+
|
|
127
|
+
| ❌ Don't | ✅ Do |
|
|
128
|
+
|----------|-------|
|
|
129
|
+
| Mesh colliders everywhere | Simple shapes |
|
|
130
|
+
| Real-time shadows on mobile | Baked or blob shadows |
|
|
131
|
+
| One LOD for all distances | Distance-based LOD |
|
|
132
|
+
| Unoptimized shaders | Profile and simplify |
|
|
133
|
+
|
|
134
|
+
---
|
|
135
|
+
|
|
136
|
+
> **Remember:** 3D is about illusion. Create the impression of detail, not the detail itself.
|