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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 validatio...
---
name: building-mechanics
description: 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).
---
# 3D Building Mechanics
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
## Quick Start
```javascript
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, LOD
- `references/structural-physics-advanced.md` - Arcade vs heuristic vs realistic physics
- `references/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 distribution
- `scripts/octree.js` - Adaptive queries for clustered bases
- `scripts/chunk-manager.js` - World streaming for large maps
- `scripts/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 updates
- `scripts/damage-propagation.js` - Damage states, cascading collapse
- `scripts/physics-engine-lite.js` - Optional realistic physics
### Multiplayer (references/multiplayer-networking.md)
- `scripts/delta-compression.js` - Only send changed state
- `scripts/client-prediction.js` - Optimistic placement with rollback
- `scripts/conflict-resolver.js` - Handle simultaneous builds
- `scripts/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.
---
name: building-mechanics
description: 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).
---
# 3D Building Mechanics
Complete building system for Three.js games with performance optimization, structural physics, and multiplayer networking.
## Quick Start
```javascript
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, LOD
- `references/structural-physics-advanced.md` - Arcade vs heuristic vs realistic physics
- `references/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 distribution
- `scripts/octree.js` - Adaptive queries for clustered bases
- `scripts/chunk-manager.js` - World streaming for large maps
- `scripts/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 updates
- `scripts/damage-propagation.js` - Damage states, cascading collapse
- `scripts/physics-engine-lite.js` - Optional realistic physics
### Multiplayer (references/multiplayer-networking.md)
- `scripts/delta-compression.js` - Only send changed state
- `scripts/client-prediction.js` - Optimistic placement with rollback
- `scripts/conflict-resolver.js` - Handle simultaneous builds
- `scripts/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.
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by Bbeierle12