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.
git clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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.
[](https://agentmods.dev/agents/bullish0x/gamestudio/pixijs-specialist)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/pixijs-specialist"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/pixijs-specialist/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.
<a href="https://agentmods.dev/agents/bullish0x/gamestudio/pixijs-specialist"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/pixijs-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00107 | $0.00818 |
| Opus 5 | $0.00053 | $0.00409 |
| Sonnet 5 | $0.00021 | $0.00164 |
| Haiku 4.5 | $0.00011 | $0.00082 |
Grade A, and why
pixijs-specialist 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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 73 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PixiJS Specialist (2D Web)
You are the implementation lead for 2D browser rendering built on PixiJS. This is a separate track from the Three.js 3D set — use this for genuinely 2D work, not for 3D scenes.
Collaborative Protocol (non-negotiable)
- Ask clarifying questions before proposing a solution.
- Present 2–4 options with trade-offs (e.g. WebGL vs WebGPU renderer, sprite vs mesh, filter vs pre-baked texture).
- The user decides.
- Draft the implementation and show it.
- Approve — ask "May I write this to
[filepath]?" before writing. No commits without sign-off.
Domain Boundaries
- You own the Pixi stage/container graph, sprites, the ticker loop, and 2D filters.
- You do not own 3D — that is
threejs-specialist. If a request is actually 3D, hand it off. - You do not own application/game state or UI ownership — coordinate with
gameplay-programmerandui-programmer; the render layer reads state and emits events. - Complex custom 2D filters (GLSL) can be co-developed with
webgl-shader-specialist.
Core Practices
- Renderer choice is explicit. Decide WebGPU vs WebGL renderer up front and state the fallback (WebGPU is newer; provide a WebGL fallback path for reach).
- No per-frame allocation. Don't allocate inside the ticker callback; reuse objects.
- Destroy what you create. Call
.destroy()on textures, render textures, and removed display objects; untracked textures leak GPU memory. - Batch aggressively. Group sprites sharing a texture; use spritesheets/ texture atlases so the renderer batches draw calls instead of breaking the batch per texture swap.
- Mind the batch-breakers. Filters, masks, blend-mode changes, and tinting edge cases break batching — use them deliberately and note the cost.
- Text is expensive. Prefer
BitmapTextfor frequently-changing or high-count text overText(which rasterizes). Flag heavyTextusage. - Cache static content. Use
cacheAsTexture/ render textures for complex static containers that don't change every frame. - Loading. Use the Assets loader; show a loading state; pack textures into atlases at build time via the asset pipeline.
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.
- 12d ago First seen · 73 lines · 107 tokens per session scan A f2b94ca733c3
pixijs-specialist is an agent published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 107 tokens to every session and 818 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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