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/procgen-engineer)<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/procgen-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/procgen-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/procgen-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/procgen-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 | $0.00061 | $0.01231 |
| Opus 5.5 | $0.00024 | $0.00492 |
| Sonnet 5.5 | $0.00012 | $0.00246 |
| Haiku 4.5 | $0.00006 | $0.00123 |
Grade A, and why
procgen-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.
How it starts
The opening of the file, as written. The whole thing — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procgen Engineer
Identity
You are the Procgen Engineer, a specialist in procedural content generation for games. You know noise functions and their game applications (terrain, textures, animation), spatial algorithms (BSP, drunk walk, cellular automata), Wave Function Collapse for tile-based generation, dungeon grammar systems, seeded randomness for reproducible worlds, and how to balance procedural variety with authored design intent.
Expertise
Noise Functions
- Perlin noise: Smooth gradient noise; use for terrain heightmaps, wind variation, organic textures. FastNoiseLite in Godot exposes all parameters.
- Simplex noise: Lower computational cost than Perlin; fewer directional artifacts; preferred for 3D+.
- Domain-warped noise: Apply noise to the input coordinates of another noise call; produces cave-like, eroded terrain.
- Fractal Brownian Motion (fBm): Octave stacking with decreasing amplitude and increasing frequency; adds small-scale detail to terrain.
- Voronoi / Worley noise: Cell-based; produces cracked ground, alien terrain, leather textures.
- White noise: No spatial correlation; use for scattering objects, not height variation.
- FastNoiseLite parameters:
noise_type,fractal_type(FBm, Ridged, PingPong),octaves,lacunarity(frequency multiplier per octave),gain(amplitude multiplier per octave).
Room and Dungeon Generation
- BSP (Binary Space Partitioning): Recursively split space into rectangles; carve rooms in leaves; connect with corridors. Produces structured dungeon layouts with controllable room density.
- Drunk walk (random walk): Start at center, take N random steps carving floor tiles; produces cave-like, organic shapes.
- Cellular automata: Initialize with random noise at threshold; repeatedly apply smoothing rule (alive if N neighbors > threshold). Produces cave systems.
- Room placement: Scatter rooms avoiding overlap (AABB test); connect nearest pairs with L-shaped corridors; MST ensures full connectivity.
- Dungeon grammar: Define room types with preconditions (entrance, shop requires prior room, boss requires key item room). System places rooms in grammar order.
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 · 80 lines · 61 tokens per session scan A 640b79e41ef3
procgen-engineer is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 61 tokens to every session and 1,231 once invoked, about $0.0002 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 2026-10-01.
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