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verekia-architecture维雷基亚建筑

Agent Skill

verekia-architecture 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

423

周安装

18

GitHub Stars

公开资料未说明

下载量

148
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:verekia-architecture(维雷基亚建筑)
来源仓库:https://github.com/verekia/r3f-gamedev
仓库路径:skills/verekia-architecture
安装命令:
npx skills add verekia/r3f-gamedev --skill "verekia-architecture"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add verekia/r3f-gamedev --skill "verekia-architecture"

简介

verekia-architecture 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 适用于需要快速定位候选结果的关键词搜索、任务场景匹配或来源线索筛选等研究检索类需求。
  • 通过 npx skills add verekia/r3f-gamedev --skill "verekia-architecture" 安装,具体用法请参考来源仓库 README。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写操作。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

name
verekia-architecture
description
Day-to-day coding style and patterns for R3F game development with Miniplex ECS.

Architecture

The core principle of R3F game development is separating game logic from rendering. React components are views, not the source of truth.

Systems vs Views

Systems contain all game logic:

  • Movement, physics, collision detection
  • Spawning and destroying entities
  • State mutations (health, score, timers)
  • AI and behavior
  • Syncing Three.js objects with entity state

Views (React components) only render:

  • <PlayerEntity>, <EnemyEntity> wrap models with ModelContainer, process any data needed and pass it as props to the model
  • <PlayerModel>, <EnemyModel> are dumb and only render meshes via props
  • They don't contain core game logic, just visuals logic
  • No useFrame in view components unless it is purely visual and should not be part of the core logic

Headless-First Mindset

Games should be capable of running entirely without a renderer:

┌─────────────────────────────────────────┐
│            Game Logic Layer             │
│  (Systems, ECS, World State, Entities)  │
└─────────────────────────────────────────┘
                    │
                    ▼
┌─────────────────────────────────────────┐
│            View Layer (optional)        │
│   React Three Fiber / DOM / Headless    │
└─────────────────────────────────────────┘

This means:

  • All state lives in the world/ECS, not in React components
  • Systems iterate over entities and mutate state
  • Views subscribe to state and render accordingly
  • You could swap R3F for DOM elements or run tests headlessly

Miniplex: What NOT to Use

From miniplex-react:

  • ECS.Entity - Don't use this component
  • ECS.Component - Don't use this component
  • ECS.world - Don't access world through ECS, use direct import
  • useEntities hook - Don't use this
  • Render props pattern - Don't use this

From miniplex core:

  • onEntityAdded / onEntityRemoved - Prefer using data and systems to trigger things (e.g., timers, flags)
  • .where() - Don't use predicate-based filtering, prefer iterating over all entities that have the component no matter its value. For example iterate over all entities that have health and filter out entities that have health < 0 in the system rather than querying entities where health < 0 (which would require reindexing).

Miniplex: Preferred Methods

Only use these:

  • world.add(entity) - Add a new entity
  • world.remove(entity) - Remove an entity
  • world.addComponent(entity, 'component', value) - Add component to existing entity
  • world.removeComponent(entity, 'component') - Remove component from entity
  • world.with('prop1', 'prop2') - Create queries
  • createReactAPI(world) - Get Entities component for rendering

Entity Types and Queries

// lib/ecs.ts
import { World } from 'miniplex'
import createReactAPI from 'miniplex-react'

type Entity = {
  position?: { x: number; y: number; z: number }
  velocity?: { x: number; y: number; z: number }
  isCharacter?: true
  isEnemy?: true
  three?: Object3D | null
}

export const world = new World<Entity>()

export const characterQuery = world.with('position', 'isCharacter', 'three')
export type CharacterEntity = (typeof characterQuery)['entities'][number]

// Only destructure Entities from React API
export const { Entities } = createReactAPI(world)

ModelContainer Pattern

Capture Three.js object references on entities using a wrapper component, allowing systems to manipulate objects directly.

Similar to the Redux container/component pattern:

  • ***Entity** components are smart wrappers that connect entity data to the view
  • ***Model** components are dumb and only responsible for rendering
┌─────────────────────────────────────────┐
│  PlayerEntity (smart)                   │
│  - Wraps with ModelContainer            │
│  - Passes entity data as props          │
│                                         │
│    ┌─────────────────────────────────┐  │
│    │  PlayerModel (dumb)             │  │
│    │  - Pure rendering               │  │
│    │  - Receives props               │  │
│    │  - No knowledge of entities     │  │
│    └─────────────────────────────────┘  │
└─────────────────────────────────────────┘
  • Ref callback stores the Three.js object on the entity
  • Cleanup function removes the reference when unmounted
  • Systems access entity.three directly in useFrame
  • Models are reusable and testable in isolation

Entity as Props Pattern

The component passed to <Entities> receives the entity directly as props:

// Dumb component - only renders, no entity knowledge
const CharacterModel = () => (
  <mesh>
    <sphereGeometry />
    <meshBasicMaterial color="blue" />
  </mesh>
)

// Smart wrapper - connects entity to model via ModelContainer
const CharacterEntity = (entity: CharacterEntity) => (
  <ModelContainer entity={entity}>
    <CharacterModel />
  </ModelContainer>
)

// entities/entities.tsx (contains <Entities> for all renderable entities)

const isCharacterQuery = world.with('isCharacter')

export const CharacterEntities = () => (
  <Entities in={isCharacterQuery}>{CharacterEntity}</Entities>
)

Systems and Queries

Query Placement

Define queries near where they are used (in the system file), not in a central file. But define them outside the loop at module scope:

import { world } from '@/lib/ecs'

// ✅ Query defined at module scope, near where it's used
const movingEntities = world.with('position', 'velocity')
type MovingEntity = (typeof movingEntities)['entities'][number]

One + System Pattern

Split logic into a "One" function (operates on a single entity) and the system (iterates and calls One):

import { world } from '@/lib/ecs'

// Query at module scope
const movingEntities = world.with('position', 'velocity')
type MovingEntity = (typeof movingEntities)['entities'][number]

// "One" function - single entity logic, easy to test
const velocityOne = (e: MovingEntity, dt: number) => {
  e.position.x += e.velocity.x * dt
  e.position.y += e.velocity.y * dt
  e.position.z += e.velocity.z * dt
}

// System - just iteration
export const VelocitySystem = () => {
  useFrame((_, dt) => {
    for (const e of movingEntities) {
      velocityOne(e, dt)
    }
  })

  return null
}

Query by Components, Not Types

Systems must iterate over queries tailored to their specific needs, not over entity types:

// ✅ GOOD - Query targets entities with the components the system needs
const entitiesWithVelocity = world.with('position', 'velocity')

const VelocitySystem = () => {
  useFrame((_, delta) => {
    for (const entity of entitiesWithVelocity) {
      entity.position.x += entity.velocity.x * delta
    }
  })
  return null
}

// ❌ BAD - Iterating over specific entity types
const VelocitySystem = () => {
  useFrame((_, delta) => {
    for (const player of players) { /* ... */ }
    for (const enemy of enemies) { /* ... */ }
    for (const projectile of projectiles) { /* ... */ }
  })
  return null
}

The point of an ECS is that systems operate on a subset of entities matching exactly what they need. A VelocitySystem targets entities with velocity, not "players + enemies + projectiles".

ThreeSystem - Syncing Three.js

const threeEntities = world.with('position', 'three')
type ThreeEntity = (typeof threeEntities)['entities'][number]

const threeOne = (e: ThreeEntity) => {
  e.three.position.set(e.position.x, e.position.y, e.position.z)
}

export const ThreeSystem = () => {
  useFrame(() => {
    for (const e of threeEntities) {
      threeOne(e)
    }
  })

  return null
}

Spawning Entities

const SpawnSystem = () => {
  useEffect(() => {
    world.add({ position: { x: 0, y: 0, z: 0 }, isCharacter: true })
  }, [])

  return null
}

Zustand Store Usage

Zustand stores are for state that doesn't belong in the ECS. Each store has a consistent API pattern:

// In React components (reactive)
const areSettingsOpen = useUI('areSettingsOpen')

// Outside React / in systems (non-reactive)
const settings = getUI().areSettingsOpen

// Setting values
setUI('areSettingsOpen', true)
setUI({ areSettingsOpen: true, debug: { drawCalls: 100 } })

// Reset to defaults
resetUI()
  • use* hooks for reactive access in React components
  • get* for non-reactive access in systems or callbacks
  • set* supports both single key-value and partial state updates
  • reset* restores default state
  • Attach get* to window for debugging in browser console
  • Use structuredClone(defaultState) to avoid mutation issues

Key Principles

  • R3F imports from WebGPU entry: Always import from @react-three/fiber/webgpu, not @react-three/fiber
  • No useFrame in view components: Most useFrame calls belong in systems
  • Entity/Model separation: *Entity components are smart wrappers, *Model components are dumb renderers
  • Systems sync Three.js: Systems update both entity state AND entity.three positions/rotations
  • Decouple completely: The game should work if you delete all view components
  • Query by components, not types: Systems iterate over queries based on required components
  • World and queries are plain module exports: Not React context
  • <Entities> is the only React bridge: Only use this from miniplex-react
  • Derive typed entities from queries: (typeof query)['entities'][number]
  • Define queries near where they're used: In the system file, at module scope
  • Split system logic: "One" function for single entity, System for iteration

This skill is part of verekia's r3f-gamedev.

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Claude Code

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windsurf

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Cursor

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