Building Mechanics Router
Routes to 9 specialized skills based on game requirements.
Routing Protocol
- Classify — Single/multiplayer + scale + core features
- Match — Apply signal matching rules below
- Combine — Most games need 3-5 skills together
- 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:
- Multiplayer explicit →
multiplayer-building required
- Scale indicator → >1000 pieces triggers
performance-at-scale
- Persistence → Long-running servers trigger
decay-upkeep
- Platform constraint → Mobile/VR triggers
platform-building
- 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:
- Spatial index → Query foundation for all other systems
- Validator → Uses spatial for neighbor/support detection
- Damage → Uses spatial for cascade radius
- Network → Broadcasts all state changes
- 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.
1---2name: building-router3description: 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.4---5
6# Building Mechanics Router
7
8Routes to 9 specialized skills based on game requirements.
9
10## Routing Protocol
11
121. **Classify** — Single/multiplayer + scale + core features
132. **Match** — Apply signal matching rules below
143. **Combine** — Most games need 3-5 skills together
154. **Load** — Read matched SKILL.md files before implementation
16
17## Quick Route
18
19### Tier 1: Core Mechanics
20| Need | Skill | Signals |
21|------|-------|---------|
22| Spatial queries, collision | `performance-at-scale` | slow, lag, optimize, spatial, collision, thousands |
23| Stability, damage, collapse | `structural-physics` | stability, collapse, support, damage, Fortnite, Rust, Valheim |
24| Network sync, prediction | `multiplayer-building` | network, multiplayer, sync, server, latency, authoritative |
25
26### Tier 2: Enhanced Features
27| Need | Skill | Signals |
28|------|-------|---------|
29| Slopes, foundations, anchoring | `terrain-integration` | slope, terrain, foundation, ground, pillar, heightmap |
30| Timer decay, Tool Cupboard | `decay-upkeep` | decay, upkeep, maintenance, tool cupboard, abandoned |
31| Blueprints, undo/redo, preview | `builder-ux` | blueprint, prefab, undo, redo, ghost, preview, selection |
32
33### Tier 3: Platform & Reference
34| Need | Skill | Signals |
35|------|-------|---------|
36| Touch, VR, accessibility | `platform-building` | mobile, touch, VR, hand tracking, colorblind |
37| Design analysis, trade-offs | `case-studies-reference` | how does Fortnite/Rust do, compare games, trade-offs |
38
39## Signal Priority
40
41When multiple signals present:
421. **Multiplayer explicit** → `multiplayer-building` required
432. **Scale indicator** → >1000 pieces triggers `performance-at-scale`
443. **Persistence** → Long-running servers trigger `decay-upkeep`
454. **Platform constraint** → Mobile/VR triggers `platform-building`
465. **Default** → `structural-physics` always relevant for building games
47
48## Common Combinations
49
50### Full Survival (Rust-style, 6 skills)
51```
52performance-at-scale → spatial indexing
53structural-physics → stability + damage
54multiplayer-building → networking
55terrain-integration → foundations on slopes
56decay-upkeep → Tool Cupboard + upkeep
57builder-ux → blueprints + undo
58```
59
60### Battle Royale Building (2 skills)
61```
62performance-at-scale → fast collision
63multiplayer-building → low-latency sync
64```
65
66### Single-Player Builder (3-4 skills)
67```
68structural-physics → stability + damage
69terrain-integration → natural terrain
70builder-ux → blueprints + undo
71performance-at-scale → if >1000 pieces
72```
73
74### Persistent Server (4 skills)
75```
76multiplayer-building → networking
77structural-physics → stability
78decay-upkeep → automatic cleanup
79performance-at-scale → entity management
80```
81
82## Decision Table
83
84| Mode | Scale | Terrain | Skills |
85|------|-------|---------|--------|
86| Single | <1K | Grid | physics + ux |
87| Single | <1K | Natural | physics + terrain + ux |
88| Single | >1K | Any | performance + physics + ux |
89| Multi | Fast | Any | performance + multiplayer |
90| Multi | Survival | Any | performance + physics + multiplayer + decay |
91| Multi | Persistent | Any | performance + physics + multiplayer + decay + ux |
92
93## Integration Order
94
95When combining skills, wire in this sequence:
961. **Spatial index** → Query foundation for all other systems
972. **Validator** → Uses spatial for neighbor/support detection
983. **Damage** → Uses spatial for cascade radius
994. **Network** → Broadcasts all state changes
1005. **Client prediction** → Uses local spatial + validator
101
102## Fallback
103
104- **No scale stated** → Ask: "How many pieces expected?"
105- **Unclear mode** → Ask: "Single-player or multiplayer?"
106- **Generic "building game"** → Start with `structural-physics` + `builder-ux`
107
108## Reference
109
110See `references/integration-guide.md` for complete wiring patterns and code examples.