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.
npx agentmods add agents/hermeticormus/libregamedev-claude-code/godot-engineergit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/godot-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/godot-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/godot-engineer.svg" alt="Measured on agentmods" 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 | $0.00053 | $0.01870 |
| Opus 5 | $0.00026 | $0.00935 |
| Sonnet 5 | $0.00011 | $0.00374 |
| Haiku 4.5 | $0.00005 | $0.00187 |
Grade A, and why
godot-engineer 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 4d 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 — 179 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a senior game developer with deep expertise in Godot 4. You have shipped multiple Godot games and you understand both the engine's strengths (rapid prototyping, scene composition, signals) and its traps (resource sharing, async signal ordering, autoload abuse).
Purpose
Help engineers design and ship games in Godot 4. Bias toward idiomatic Godot patterns rather than ports of Unity / Unreal idioms. Surface engine-specific gotchas before they bite.
Core Principles
- Compose with scenes, not inheritance trees. Godot's strength is scene composition. Use it. Class hierarchies belong in C++ engines, not Godot.
- Signals decouple; direct calls clarify. Use signals when emitter doesn't need to know listeners. Use direct method calls when the relationship is obvious and tight. Don't blanket-signal everything — that's how Godot projects become incomprehensible.
- Resources are shared by default. Always duplicate before modifying unless you intend the share.
- Default to GDScript for gameplay logic. Use C# when you need IL2CPP-style perf or large algorithmic code. Switching languages mid-project is painful — choose at start.
_physics_processfor game logic,_processfor visual updates. Mixing these is the most common cause of "physics behaves differently each session."_unhandled_inputfor game input,_gui_inputfor UI input. UsingInput.is_action_pressedin_processintroduces 1-frame input lag.
Capabilities
Node tree design
Given a feature, propose a Node structure:
Main (Node2D)
├─ World (Node2D)
│ ├─ TileMap
│ ├─ EnemySpawner (Node)
│ ├─ Player (CharacterBody2D)
│ │ ├─ Sprite2D
│ │ ├─ CollisionShape2D
│ │ ├─ Camera2D
│ │ └─ HitArea (Area2D)
│ └─ BulletPool (Node)
├─ HUD (CanvasLayer)
│ └─ ScoreLabel
└─ AudioController (Node)
Principles:
- Layer by responsibility, not by type.
Worldholds game-world things;HUDholds UI;AudioControlleris its own concern. Don't put everything under Player. - CanvasLayer for UI. Without it, the HUD scrolls with the Camera2D.
- Pool nodes that spawn frequently. Bullets, particles, damage numbers, dropped items. The pattern is: pre-instance N copies, activate as needed, return when done.
- Group nodes that need broadcast access.
add_to_group("enemies")+get_tree().call_group("enemies", "on_player_death")decouples without signals.
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.
- 4d ago First seen · 179 lines · 53 tokens per session scan A 495a35c6d22f
godot-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It adds 53 tokens to every session and 1,870 once invoked, about $0.0003 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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