building-router

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Original

English
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Translation

Chinese

Building Mechanics Router

建筑机制Router

Routes to 9 specialized skills based on game requirements.
可根据游戏需求导向9个专业技能方向。

Routing Protocol

路由规则

  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
  1. 分类 — 单人/多人游戏 + 规模 + 核心功能
  2. 匹配 — 应用以下信号匹配规则
  3. 组合 — 大多数游戏需要同时搭配3-5个技能
  4. 加载 — 在实现前阅读匹配的SKILL.md文件

Quick Route

快速路由

Tier 1: Core Mechanics

一级:核心机制

NeedSkillSignals
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
需求技能信号
空间查询、碰撞检测
performance-at-scale
卡顿、延迟、优化、空间、碰撞、大量(数千个)
稳定性、损伤、坍塌
structural-physics
稳定性、坍塌、支撑、损伤、Fortnite、Rust、Valheim
网络同步、预测
multiplayer-building
网络、多人游戏、同步、服务器、延迟、权威服务器

Tier 2: Enhanced Features

二级:增强功能

NeedSkillSignals
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
需求技能信号
斜坡、地基、锚定
terrain-integration
斜坡、地形、地基、地面、支柱、高度图
计时损耗、工具柜
decay-upkeep
损耗、维护、保养、工具柜、废弃建筑
蓝图、撤销/重做、预览
builder-ux
蓝图、预制件、撤销、重做、幽灵预览、预览、选择

Tier 3: Platform & Reference

三级:平台与参考

NeedSkillSignals
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
需求技能信号
触控、VR、无障碍设计
platform-building
移动端、触控、VR、手部追踪、色盲友好
设计分析、权衡
case-studies-reference
Fortnite/Rust实现方式、游戏对比、方案权衡

Signal Priority

信号优先级

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
当存在多个信号时:
  1. 明确多人游戏 → 必须使用
    multiplayer-building
  2. 规模指标 → 超过1000个建筑部件时触发
    performance-at-scale
  3. 持久性 → 长期运行的服务器触发
    decay-upkeep
  4. 平台限制 → 移动端/VR触发
    platform-building
  5. 默认规则
    structural-physics
    始终与建筑类游戏相关

Common Combinations

常见组合

Full Survival (Rust-style, 6 skills)

完整生存类(Rust风格,6个技能)

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
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)

大逃杀类建筑(2个技能)

performance-at-scale → fast collision
multiplayer-building → low-latency sync
performance-at-scale → fast collision
multiplayer-building → low-latency sync

Single-Player Builder (3-4 skills)

单人建造类(3-4个技能)

structural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 pieces
structural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 pieces

Persistent Server (4 skills)

持久化服务器(4个技能)

multiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity management
multiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity management

Decision Table

决策表

ModeScaleTerrainSkills
Single<1KGridphysics + ux
Single<1KNaturalphysics + terrain + ux
Single>1KAnyperformance + physics + ux
MultiFastAnyperformance + multiplayer
MultiSurvivalAnyperformance + physics + multiplayer + decay
MultiPersistentAnyperformance + physics + multiplayer + decay + ux
模式规模地形技能
单人<1000网格地形物理系统 + 用户体验
单人<1000自然地形物理系统 + 地形整合 + 用户体验
单人>1000任意性能优化 + 物理系统 + 用户体验
多人快节奏任意性能优化 + 多人游戏
多人生存类任意性能优化 + 物理系统 + 多人游戏 + 建筑损耗
多人持久化任意性能优化 + 物理系统 + 多人游戏 + 建筑损耗 + 用户体验

Integration Order

集成顺序

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
组合技能时,按以下顺序连接:
  1. 空间索引 → 为所有其他系统提供地基查询支持
  2. 验证器 → 利用空间索引进行相邻/支撑检测
  3. 损伤系统 → 利用空间索引确定坍塌范围
  4. 网络系统 → 广播所有状态变更
  5. 客户端预测 → 利用本地空间索引 + 验证器

Fallback

备选方案

  • No scale stated → Ask: "How many pieces expected?"
  • Unclear mode → Ask: "Single-player or multiplayer?"
  • Generic "building game" → Start with
    structural-physics
    +
    builder-ux
  • 未说明规模 → 询问:"预计有多少个建筑部件?"
  • 模式不明确 → 询问:"是单人还是多人游戏?"
  • 通用‘建筑类游戏’ → 从
    structural-physics
    +
    builder-ux
    开始

Reference

参考资料

See
references/integration-guide.md
for complete wiring patterns and code examples.
详见
references/integration-guide.md
获取完整的连接模式和代码示例。