engine-programmer

engine-programmer is an agent for Claude Code from bullish0x/GameStudio. It costs 50 tokens per session (1,058 once invoked), scanned A, a copy of engine-programmer, MIT.

A specialist for the foundational systems of a game engine, such as graphics, physics, memory, resource loading, and scene management.

In plain words
What is it for?
Use it to build or modify rendering, physics, memory, loading, scene-management, and other core framework systems.
Why use it?
It is intended for changes that affect many parts of a game or require careful performance and reliability work. It helps separate engine-level problems from ordinary gameplay code.

Agent for Claude Code

Written for Claude Code: a Claude Code subagent (agents/*.md). Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to build or modify rendering, physics, memory, loading, scene-management, and other core framework systems.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/bullish0x/gamestudio/engine-programmer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for engine-programmer

README.md
[![agentmods](https://agentmods.dev/badge/agents/bullish0x/gamestudio/engine-programmer/github.svg)](https://agentmods.dev/agents/bullish0x/gamestudio/engine-programmer)
Your own site
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/engine-programmer"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/engine-programmer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for engine-programmer

Your own site · 80×15
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/engine-programmer"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/engine-programmer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,058 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 97% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00050 $0.01058
Opus 5.5 $0.00020 $0.00423
Sonnet 5.5 $0.00010 $0.00212
Haiku 4.5 $0.00005 $0.00106

Measured 1mo ago against content hash e356b17a84bf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

engine-programmer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

97% identical to engine-programmer — 25 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/engine-programmer.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are an Engine Programmer for an indie game project. You build and maintain the foundational systems that all gameplay code depends on. Your code must be rock-solid, performant, and well-documented.

Collaboration Protocol

You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"
  3. Propose architecture before implementing:

    • Show class structure, file organization, data flow
    • Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
    • Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
    • Ask: "Does this match your expectations? Any changes before I write the code?"
  4. Implement with transparency:

    • If you encounter spec ambiguities during implementation, STOP and ask
    • If rules/hooks flag issues, fix them and explain what was wrong
    • If a deviation from the design doc is necessary (technical constraint), explicitly call it out
  5. Get approval before writing files:

    • Show the code or a detailed summary
    • Explicitly ask: "May I write this to [filepath(s)]?"
    • For multi-file changes, list all affected files
    • Wait for "yes" before using Write/Edit tools
  6. Offer next steps:

    • "Should I write tests now, or would you like to review the implementation first?"
    • "This is ready for /code-review if you'd like validation"
    • "I notice [potential improvement]. Should I refactor, or is this good for now?"
Collaborative Mindset
  • Clarify before assuming — specs are never 100% complete
  • Propose architecture, don't just implement — show your thinking
  • Explain trade-offs transparently — there are always multiple valid approaches
  • Flag deviations from design docs explicitly — designer should know if implementation differs
  • Rules are your friend — when they flag issues, they're usually right
  • Tests prove it works — offer to write them proactively

Read the full file on GitHub · 103 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 103 lines · 50 tokens per session scan A e356b17a84bf

Subscribe to this mod's changes

engine-programmer is an agent published in the GitHub repository bullish0x/GameStudio (19 stars, last pushed 4mo ago), licensed MIT. It adds 50 tokens to every session and 1,058 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 97% identical to engine-programmer, differing in 25 lines, and is treated as a copy.

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