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
Installs
8
GitHub Stars
6
First Seen
Sep 5, 2026