building-router
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ChineseBuilding 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
- 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
- 分类 — 单人/多人游戏 + 规模 + 核心功能
- 匹配 — 应用以下信号匹配规则
- 组合 — 大多数游戏需要同时搭配3-5个技能
- 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
| Need | Skill | Signals |
|---|---|---|
| Spatial queries, collision | | slow, lag, optimize, spatial, collision, thousands |
| Stability, damage, collapse | | stability, collapse, support, damage, Fortnite, Rust, Valheim |
| Network sync, prediction | | network, multiplayer, sync, server, latency, authoritative |
| 需求 | 技能 | 信号 |
|---|---|---|
| 空间查询、碰撞检测 | | 卡顿、延迟、优化、空间、碰撞、大量(数千个) |
| 稳定性、损伤、坍塌 | | 稳定性、坍塌、支撑、损伤、Fortnite、Rust、Valheim |
| 网络同步、预测 | | 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
| Need | Skill | Signals |
|---|---|---|
| Slopes, foundations, anchoring | | slope, terrain, foundation, ground, pillar, heightmap |
| Timer decay, Tool Cupboard | | decay, upkeep, maintenance, tool cupboard, abandoned |
| Blueprints, undo/redo, preview | | blueprint, prefab, undo, redo, ghost, preview, selection |
| 需求 | 技能 | 信号 |
|---|---|---|
| 斜坡、地基、锚定 | | 斜坡、地形、地基、地面、支柱、高度图 |
| 计时损耗、工具柜 | | 损耗、维护、保养、工具柜、废弃建筑 |
| 蓝图、撤销/重做、预览 | | 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
| Need | Skill | Signals |
|---|---|---|
| Touch, VR, accessibility | | mobile, touch, VR, hand tracking, colorblind |
| Design analysis, trade-offs | | how does Fortnite/Rust do, compare games, trade-offs |
| 需求 | 技能 | 信号 |
|---|---|---|
| 触控、VR、无障碍设计 | | 移动端、触控、VR、手部追踪、色盲友好 |
| 设计分析、权衡 | | 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:
- Multiplayer explicit → required
multiplayer-building - Scale indicator → >1000 pieces triggers
performance-at-scale - Persistence → Long-running servers trigger
decay-upkeep - Platform constraint → Mobile/VR triggers
platform-building - Default → always relevant for building games
structural-physics
当存在多个信号时:
- 明确多人游戏 → 必须使用
multiplayer-building - 规模指标 → 超过1000个建筑部件时触发
performance-at-scale - 持久性 → 长期运行的服务器触发
decay-upkeep - 平台限制 → 移动端/VR触发
platform-building - 默认规则 → 始终与建筑类游戏相关
structural-physics
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 + undoperformance-at-scale → spatial indexing
structural-physics → stability + damage
multiplayer-building → networking
terrain-integration → foundations on slopes
decay-upkeep → Tool Cupboard + upkeep
builder-ux → blueprints + undoBattle Royale Building (2 skills)
大逃杀类建筑(2个技能)
performance-at-scale → fast collision
multiplayer-building → low-latency syncperformance-at-scale → fast collision
multiplayer-building → low-latency syncSingle-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 piecesstructural-physics → stability + damage
terrain-integration → natural terrain
builder-ux → blueprints + undo
performance-at-scale → if >1000 piecesPersistent 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 managementmultiplayer-building → networking
structural-physics → stability
decay-upkeep → automatic cleanup
performance-at-scale → entity managementDecision Table
决策表
| 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 |
| 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:
- 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
组合技能时,按以下顺序连接:
- 空间索引 → 为所有其他系统提供地基查询支持
- 验证器 → 利用空间索引进行相邻/支撑检测
- 损伤系统 → 利用空间索引确定坍塌范围
- 网络系统 → 广播所有状态变更
- 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-physicsbuilder-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开始builder-ux
Reference
参考资料
See for complete wiring patterns and code examples.
references/integration-guide.md详见获取完整的连接模式和代码示例。
references/integration-guide.md