Game Geometry
Game geometry guidance for representation choice, spatial queries, transforms, vector math, smooth curves, fields, SDFs, meshes, voxels, and conversion workflows.
Included Skills
Game Geometry Representation Choice
Game DevelopmentChoose the right geometric representation for game systems before implementing rendering, collision, procedural generation, editing, or conversion code. Use when deciding between meshes, SDFs, voxels, splines, parametric surfaces, fields, or hybrid geometry workflows for games.
Game Mesh Voxel Conversion
Game DevelopmentPlan and implement conversions between game meshes, SDFs, voxels, images, contours, and smooth curves while preserving enough gameplay and rendering data. Use when repairing meshes, extracting meshes from fields, voxelizing geometry, contouring, denoising voxel data, generating LODs, or moving geometry between representations.
Game SDF And Field Modeling
Game DevelopmentModel game shapes, volumes, influence, procedural objects, and effects with signed distance functions, implicit functions, scalar fields, vector fields, and deformation fields. Use when building SDF primitives, field composition, raymarching inputs, organic procedural shapes, offsets, Booleans, deformation, or field-driven gameplay.
Game Smooth Curves And Motion
Game DevelopmentDesign smooth game motion with splines, Bezier curves, interpolation, derivative continuity, path parameterization, and speed control. Use when implementing camera rails, waypoint paths, vehicle routes, projectile trails, animation curves, roads, rivers, or any motion/path system that must feel smooth.
Game Spatial Queries
Game DevelopmentDesign and review game spatial query code for raycasts, picking, collision predicates, containment tests, orientation tests, and point/line/plane distances. Use when implementing or debugging ray-triangle hits, point-in-triangle checks, barycentric constraints, signed distance tests, or geometry predicates.
Game Transform Systems
Game DevelopmentDesign and debug game transform systems, coordinate spaces, local/world/view/projection matrices, homogeneous coordinates, camera constraints, and inverse transforms. Use when implementing object transforms, camera math, parent-child transforms, projection/unprojection, or coordinate-space conversions.
Game Vector Math Primitives
Game DevelopmentApply vector math primitives for game rendering, collision, orientation, lighting, steering, and geometry predicates. Use when working with dot products, cross products, triple products, normals, projections, signed areas, signed volumes, facing checks, or vector normalization.