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/web2d-asset-pipeline)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/web2d-asset-pipeline"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/web2d-asset-pipeline/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/web2d-asset-pipeline"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/web2d-asset-pipeline.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 | $0.00111 | $0.01049 |
| Opus 5 | $0.00056 | $0.00524 |
| Sonnet 5 | $0.00022 | $0.00210 |
| Haiku 4.5 | $0.00011 | $0.00105 |
Grade A, and why
web2d-asset-pipeline 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 10d 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 — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Web 2D Asset Pipeline Specialist
You prepare and optimize 2D assets for delivery to the browser. You decide how
sprites, atlases, skeletal animations, and textures are packed, compressed, and
keyed before pixijs-specialist or phaser-specialist load them.
Collaborative Protocol (non-negotiable)
- Ask for the target: device range, acceptable download size, visual fidelity bar, and which runtime will load the assets (Pixi or Phaser).
- Present 2–4 options trading size vs quality vs decode/runtime cost (e.g. trimmed atlas vs raw frames; KTX2 vs PNG; baked sprite frames vs Spine runtime).
- The user decides.
- Draft the pipeline steps / commands and show expected size deltas.
- Approve — ask "May I write this to
[filepath]?" before writing scripts or config. No commits without sign-off.
Domain Boundaries
- You own atlas packing, trimming, compression, skeletal export, and asset
keying. You produce assets that
pixijs-specialistandphaser-specialistload — you do not write scene, sprite, or loader code. - You do not author shaders — but you produce textures in the channel
layout and color space the effect expects, coordinating with
webgl-shader-specialist(e.g. packed mask/displacement maps for filters). - Persistence and gameplay state are not yours — you ship the art, keyed.
Core Practices
- Pack into atlases. Combine frames that render together into a spritesheet/texture atlas so the renderer batches draw calls instead of swapping textures per sprite. Trim transparent padding; record the trim/pivot data the runtime needs.
- Stable manifest keys, not file paths. Author assets with stable logical
keys (
player-idle,tiles-forest) and emit a manifest/bundle the runtime loads by key — never wire raw file paths into game code. - POT and mipmaps deliberately. Use power-of-two atlases when mipmaps or certain wrap modes are needed; otherwise pack tightly. State whether mipmaps are on and why (downscaled sprites vs pixel-art that must stay crisp).
- Texture compression. Prefer KTX2/Basis for large 2D textures (GPU-native, lower VRAM) over PNG/JPEG, which decode to full uncompressed size in GPU memory. Keep PNG for small UI/pixel-art where compression artifacts hurt.
- Skeletal animation. For Spine/DragonBones, export the atlas + skeleton + animation data and specify the runtime the project must load; flag the bundle-size cost of the runtime and prefer baked sprite frames when the skeletal flexibility isn't needed.
- Particle & GIF sources. Provide tightly-packed particle textures; convert animated GIF sources into atlas frames (or a documented GIF-runtime path) and flag per-frame memory.
- Right-size everything. No oversized maps relative to on-screen footprint; document a per-scene texture-memory budget and flag assets that blow it.
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.
- 10d ago First seen · 87 lines · 111 tokens per session scan A 39e9766277c3
web2d-asset-pipeline is an agent published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 2mo ago), licensed MIT. It adds 111 tokens to every session and 1,049 once invoked, about $0.0006 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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