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Building Mechanics Router

building-router

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. S...

SKILL.md

Full skill instructions

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

NeedSkillSignals
Spatial queries, collisionperformance-at-scaleslow, lag, optimize, spatial, collision, thousands
Stability, damage, collapsestructural-physicsstability, collapse, support, damage, Fortnite, Rust, Valheim
Network sync, predictionmultiplayer-buildingnetwork, multiplayer, sync, server, latency, authoritative

Tier 2: Enhanced Features

NeedSkillSignals
Slopes, foundations, anchoringterrain-integrationslope, terrain, foundation, ground, pillar, heightmap
Timer decay, Tool Cupboarddecay-upkeepdecay, upkeep, maintenance, tool cupboard, abandoned
Blueprints, undo/​redo, previewbuilder-uxblueprint, prefab, undo, redo, ghost, preview, selection

Tier 3: Platform & Reference

NeedSkillSignals
Touch, VR, accessibilityplatform-buildingmobile, touch, VR, hand tracking, colorblind
Design analysis, trade-offscase-studies-referencehow 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

ModeScaleTerrainSkills
Single<1KGridphysics + ux
Single<1KNaturalphysics + terrain + ux
Single>1KAnyperformance + physics + ux
MultiFastAnyperformance + multiplayer
MultiSurvivalAnyperformance + physics + multiplayer + decay
MultiPersistentAnyperformance + 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.

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