--- name: building-router description: Router for 3D building game mechanics in Three.js. Use when creating survival games, sandbox builders, base builders, or any game with player-constructed structures. Routes to 9 specialized skills for performance, physics, multiplayer, terrain, decay, UX, platform support, and design reference. Start here for building mechanics projects. --- # 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 explicit** → `multiplayer-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. **Default** → `structural-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.