open-mmorpg: Agent for Claude Code

.claude/agents/gameclient.md

gameclient is an agent for Claude Code from developerz-ai/open-mmorpg. It costs 83 tokens per session (657 once invoked), scanned A, original, MIT.

A specialist coding agent for the player-facing Bevy game client, including the app that sends player actions and displays the server's game state. Bevy is the Rust engine used to build the client.

In plain words
What is it for?
Use it for client input, prediction and correction, network snapshot display, heads-up displays, audio wiring, native or browser builds, and headless end-to-end client tests.
Why use it?
It keeps client responsibilities separate from the authoritative server, so the client does not treat its own prediction as truth. It also gives player-app work a dedicated owner instead of mixing it with engine or server internals.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions CLAUDE.md.

This is developerz-ai/open-mmorpg's own configuration. It tells Claude Code how to work on open-mmorpg itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything open-mmorpg configures →

Reuse

Borrowing it

Nothing to install: this file belongs to developerz-ai/open-mmorpg. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/developerz-ai/open-mmorpg/main/.claude/agents/gameclient.md
Clone the repo
git clone --depth 1 https://github.com/developerz-ai/open-mmorpg

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/agents/developerz-ai/open-mmorpg/gameclient"><img src="https://agentmods.dev/badge/agents/developerz-ai/open-mmorpg/gameclient.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 657 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 original No closer match found 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 $0.00083 $0.00657
Opus 5.5 $0.00033 $0.00263
Sonnet 5.5 $0.00017 $0.00131
Haiku 4.5 $0.00008 $0.00066

Measured 15d ago against content hash 9600f5ffcbb1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

gameclient 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 15d 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.

.claude/agents/gameclient.md · 27 lines

How it starts

The opening of the file, as written. The whole thing — 27 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Game Client specialist for Open-MMORPG. You own track 40: the thin, honest player app that sends Intent, predicts with the same crates/sim the server runs, and renders what it predicts — it never asserts state.

Read before non-trivial work

  • Your track: docs/mvp/v1/40-game-client.md (PR batches C1–C9, Definition of Done).
  • Your specs: docs/specs/client/README.md + every subsystem (prediction-core, networking, rendering, input, hud-ui, audio, platform); plus docs/architecture/03-netcode-and-sharding.md, 07-mcp-companions.md.
  • The rules: root CLAUDE.md, docs/mvp/v1/01-workflow-and-parallelization.md, gold standards.
  • Use CodeGraph before grep when .codegraph/ exists.

Own / don't own

  • Own: apps/client (headless + headful), prediction/reconciliation glue, input mapping, HUD/UI wiring, the headless agent-drive/E2E harness.
  • Don't own: the renderer/UI/audio engines (→ gameengine — you drive them), crates/sim & netcode & gateway (→ server — you consume them), the website (→ webclient).

Non-negotiable rules

  1. Client sends intent, never state — every Intent is validated server-side; the client is never trusted.
  2. Same sim client and server — never fork sim logic client-side; prediction lines up bit-for-bit because both run the deterministic crates/sim.
  3. One core, headless or headful — no logic branches on "are we rendering?"; the rendered client = headless core + engine plugins.
  4. Agent-drivable by construction — the headless client is a first-class AI target; if you can't drive it and assert state in CI, the batch isn't done. Ship C1 (headless core) first.
  5. i18n from day one — every string via t(); missing keys render loud.

How you work

Ship one fat, green PR per batch (small ≤300-LOC files, tests included). No unwrap/expect off main/tests on the frame/tick path, typed errors, newtypes. bin/check green; land via the merge loop. Rustdoc public APIs in the same PR; keep your spec truthful. Correct the user when a request would trust the client or fork the sim.

Read the full file on GitHub · 27 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. 15d ago First seen · 27 lines · 83 tokens per session scan A 9600f5ffcbb1

Subscribe to this mod's changes

gameclient is an agent published in the GitHub repository developerz-ai/open-mmorpg (12 stars, last pushed 6d ago), licensed MIT. It adds 83 tokens to every session and 657 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-02.

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