tower-defense-3d
Installation
SKILL.md
tower-defense-3d
A tower-defense game on the studio engine. Same imperative Three.js, same GameContext + GameSystems registry, same data-driven content, same neon-arena visuals as the FPS — but the camera is a fixed RTS view (no pointer lock), input is mouse picking on a grid, and the "enemy" is a creep that walks a lane toward your base.
TD is the same engine, different mode. Reuse ArenaSystem/maps for the neon floor + walls, reuse ProjectilesSystem shape for tower shots, reuse the PvE director shape for the wave spawner, reuse the HUD push pattern. Read shipshit-engine first for the registry/context rules; this skill only describes the TD-specific deltas.
What changes vs the FPS (and what stays)
| Concern | FPS | TD |
|---|---|---|
| Camera | PerspectiveCamera + PointerLockControls (first-person) |
fixed angled PerspectiveCamera or OrthographicCamera, no controls lib |
| Input | WASD + lock, screenCenter raycast |
mouse-move hover + click, NDC raycast onto a ground plane / grid |
| "enemy" | Enemy chasing the camera |
creep following a fixed waypoint lane |
| Director | PveDirectorSystem (waves of chasers) |
WaveDirectorSystem (same shape: timers, counts, announce) |
| Win/Lose | player HP hits 0 | base HP hits 0 (lose) / all waves cleared (win) |
| Economy | ammo/reserve | gold; spend to place towers in a React build menu |
| Projectiles | enemy shots at player | tower shots at creeps (same pool shape) |
| Arena, maps, net, assets, HUD push | — | unchanged conventions |