isometric-3d
Isometric 3D foundation
A reusable, genre-agnostic foundation for grid-based 3D games rendered with an
orthographic camera at an isometric angle. The world is real 3D Three.js
geometry (not 2D sprites) — "isometric" here means the camera, not faked depth.
Everything is driven by a tile grid: selection, movement, building, and
pathfinding all speak in { tx, tz } tile coordinates, and a pair of pure
helpers converts between tile / world / screen space.
This skill assumes the studio engine architecture (GameContext + GameSystems
registry, imperative Three.js, React HUD via StateListener). See
shipshit-engine for that shape. Read the canonical FPS proof for the system
pattern: games/scourge-survivors/src/game/context.ts, games/scourge-survivors/src/game/render/RenderSystem.ts,
games/scourge-survivors/src/game/data/maps.ts.
The FPS uses a PerspectiveCamera + PointerLockControls; an iso game swaps
both out for an OrthographicCamera + a custom IsoCameraSystem. Everything
else (context-as-world, systems-call-siblings-via-this.sys, data-driven
content) is identical.