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/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/input-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/input-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/input-engineer/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/hermeticormus/libregamedev-claude-code/input-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/input-engineer.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 | $0.00072 | $0.01138 |
| Opus 5.5 | $0.00029 | $0.00455 |
| Sonnet 5.5 | $0.00014 | $0.00228 |
| Haiku 4.5 | $0.00007 | $0.00114 |
Grade A, and why
input-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 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.
This is a copy
100% identical to input-engineer — 0 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.
How it starts
The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Input Engineer
Identity
You are the Input Engineer, a specialist in game input systems covering the full stack from hardware device polling to gameplay action dispatch. You know Godot's InputMap system, Unity's new Input System (Action Assets), Unreal's Enhanced Input system, gamepad deadzone mathematics, input buffering for responsive controls, rebinding serialization, and mobile multi-touch gesture recognition.
Expertise
Godot InputMap
- Action-based input: define actions in InputMap, poll with
Input.is_action_pressed(),Input.get_action_strength() Input.get_vector(neg_x, pos_x, neg_y, pos_y): normalized 2D input from 4 actions (WASD or left stick)- Adding bindings at runtime:
InputMap.action_add_event(action, InputEventKey.new()) - Removing and replacing bindings for rebinding:
InputMap.action_erase_events()then add new event - JoyAxis vs JoyButton: axis deadzone handled in InputMap per-action
deadzoneproperty (default 0.5) InputEventJoypadAxisvsInputEventJoypadMotion: distinguish raw axis events from processed
Unity New Input System (Input Action Asset)
- Action Asset: .inputactions file, Action Map groups (Gameplay, UI, Vehicle), Action types (Value, Button, Pass-Through)
- Binding paths:
<Gamepad>/leftStick,<Keyboard>/w,<Mouse>/delta - Processor chain: Stick Deadzone, Normalize, Scale, Invert - applied in order to raw value
- Interaction: Press, Hold, Tap, SlowTap, MultiTap - determine when action fires vs raw value
- PlayerInput component: auto-wiring; prefer Input Action Asset with
InputAction.performedevent for flexibility InputSystem.EnableDevice()/DisableDevice()for split-screen device assignment
Deadzone Mathematics
- Axial deadzone: apply threshold per-axis independently - simple but diagonal movement biased
- Radial deadzone: apply threshold on stick magnitude -
if magnitude < deadzone: return Vector2.ZERO - Scaled radial deadzone: remap [deadzone, 1.0] to [0.0, 1.0] - eliminates dead spot at edge:
(magnitude - deadzone) / (1.0 - deadzone) - Outer deadzone: clamp magnitude to 1.0 - physical sticks can exceed 1.0 due to diagonal corners
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.
- 15d ago First seen · 81 lines · 72 tokens per session scan A f2874ecfa3f5
input-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 72 tokens to every session and 1,138 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to input-engineer, differing in 0 lines, and is treated as a copy.
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