3d-games — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited 3d-games (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
A reference for the rendering, simulation, and presentation systems behind real-time 3D.
Geometry travels through a fixed sequence on its way to the screen:
vertices → transform & project (vertex stage)
→ fill triangles to a grid (rasterization)
→ shade each covered pixel (fragment stage)
→ composite to the framebuffer (output)Cut work before it reaches the GPU:
| Technique | What it skips |
|---|---|
| Frustum culling | Objects outside the camera's view volume |
| Occlusion culling | Objects fully blocked by closer geometry |
| Level of detail | Triangle counts on anything far away |
| Batching | Per-object overhead by merging draw calls |
| Stage | Responsibility |
|---|---|
| Vertex | Positions, normals, per-vertex transforms |
| Fragment / pixel | Final color and per-pixel lighting |
| Compute | General-purpose GPU math, no fixed output |
Reach for a custom shader when you need:
| Collider | Typical assignment |
|---|---|
| Box | Crates, walls, buildings |
| Sphere | Projectiles, broad-phase checks |
| Capsule | Player and creature bodies |
| Mesh | Detailed terrain — accurate but costly |
Guiding rules:
| Rig | Where it fits |
|---|---|
| Third-person | Action and adventure |
| First-person | Shooters and immersive play |
| Isometric | Strategy and RPGs |
| Orbital | Asset inspection and editor views |
What makes a camera feel good:
| Light | Real-world analog |
|---|---|
| Directional | The sun or moon, parallel rays |
| Point | A torch or lamp radiating outward |
| Spot | A flashlight or stage cone |
| Ambient | Flat base fill so shadows aren't pure black |
Cost-aware shadowing:
Swap models by how far they are from the camera:
| Range | Model served |
|---|---|
| Close | Full triangle count |
| Mid | Roughly half the triangles |
| Distant | About a quarter, or a flat billboard |
| Pitfall | Better approach |
|---|---|
| Mesh colliders on everything | Primitive shapes wherever they suffice |
| Dynamic shadows on mobile | Baked lightmaps or blob shadows |
| A single mesh at every distance | Distance-driven LOD swaps |
| Shipping shaders untested | Profile first, then trim the cost |
Bottom line: 3D is a magic trick — sell the impression of detail rather than rendering all of it.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.