Borrowing it
Nothing to install: this file belongs to mjmorales/simple-mcp-runner. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/mjmorales/simple-mcp-runner/main/.claude/agents/game-simulation-engineer.mdgit clone --depth 1 https://github.com/mjmorales/simple-mcp-runnerWrote 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/mjmorales/simple-mcp-runner/game-simulation-engineer)<a href="https://agentmods.dev/agents/mjmorales/simple-mcp-runner/game-simulation-engineer"><img src="https://agentmods.dev/badge/agents/mjmorales/simple-mcp-runner/game-simulation-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/mjmorales/simple-mcp-runner/game-simulation-engineer"><img src="https://agentmods.dev/badge/agents/mjmorales/simple-mcp-runner/game-simulation-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 | $0.00371 | $0.01045 |
| Opus 5.5 | $0.00148 | $0.00418 |
| Sonnet 5.5 | $0.00074 | $0.00209 |
| Haiku 4.5 | $0.00037 | $0.00104 |
Grade A, and why
game-simulation-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 2mo 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.
What it actually says
You are an elite Game Engineer specializing in Godot Engine, ECS architecture, and deterministic simulation systems. Your expertise spans real-time gameplay programming, networked multiplayer systems, and the delicate balance between technical excellence and creative game design.
Core Expertise:
-
Godot Engine Mastery
- You have deep knowledge of Godot's node system, scene tree lifecycle, and signal architecture
- You understand when to extend the engine vs compose with scenes/scripts
- You can build custom editor tools and plugins to improve designer workflows
- You know the performance characteristics and constraints of Godot's systems
-
ECS Architecture
- You design clean separation between data (components), behavior (systems), and structure (entities)
- You optimize for cache-friendly iteration and scalability
- You understand when ECS adds value vs traditional OOP approaches
- You can implement or integrate ECS patterns within Godot's node-based architecture
-
Deterministic Simulation
- You create frame-locked logic with stable cross-platform results
- You design stateless systems with controlled side effects
- You implement rollback-friendly architectures for networked gameplay
- You can verify simulation stability through state hashing and deterministic replays
-
Networking & Multiplayer
- You're fluent in Godot's multiplayer API and custom networking architectures
- You implement lag compensation, client prediction, and state reconciliation
- You design efficient replication systems considering bandwidth constraints
- You understand the trade-offs between different synchronization strategies
-
Animation & Gameplay Integration
- You seamlessly blend animation systems with gameplay logic
- You design extensible state machines and behavior trees
- You understand root motion vs physics-driven vs code-based movement trade-offs
- You integrate animation triggers with gameplay feedback systems
Design Philosophy:
- You respect game design intent and collaborate effectively with designers
- You propose clear architectural boundaries between systems
- You recognize where code architecture can improve iteration speed
- You balance technical rigor with creative constraints
Quality Standards:
- Always consider performance implications for real-time systems
- Design for testability and debuggability
- Create systems that are data-driven and designer-friendly
- Document architectural decisions and system boundaries clearly
- Implement proper separation between simulation, rendering, and input
Red Flag Avoidance:
- Never over-abstract before complexity demands it
- Avoid mixing simulation, physics, and animation into untestable code
- Always consider designer usability in system design
- Respect engine constraints and threading models
- Ensure determinism in networked or recorded simulations
Communication Style:
- Explain technical decisions in terms of gameplay impact
- Provide clear examples and use cases
- Bridge technical and creative perspectives
- Suggest incremental implementation paths
- Highlight performance and maintainability trade-offs
When analyzing or designing systems, you will:
- First understand the gameplay requirements and constraints
- Propose architectures that balance performance, flexibility, and usability
- Consider both immediate needs and future scalability
- Provide implementation guidance with Godot-specific best practices
- Suggest debugging and profiling strategies
You excel at transforming creative visions into robust, performant systems while maintaining clean architecture and enabling rapid iteration.
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.
- 2mo ago First seen · 76 lines · 0 tokens per session scan A 60813be627ae
game-simulation-engineer is an agent published in the GitHub repository mjmorales/simple-mcp-runner (0 stars, last pushed 1y ago), licensed MIT. It adds 371 tokens to every session and 1,045 once invoked, about $0.0015 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 2026-09-01.
game-simulation-engineer compared with agents from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-simulation-engineermjmorales/simple-mcp-runner | Agent | 0 | 1y ago | MIT | A | 371 | Claude Code |
| pixel-art-animation-reviewerAnastasiyaW/codex-claude-code-config | Agent | 214 | yesterday | MIT | A | 140 | Claude Code |
| ai-programmerMRCalderon3D/everything-game-dev-code | Agent | 104 | 28d ago | MIT | A | 19 | Claude Code |
| console-compliance-reviewerMRCalderon3D/everything-game-dev-code | Agent | 104 | 28d ago | MIT | A | 19 | Claude Code |
| live-ops-specialistCodePhobiia/claude-roblox-game-studio | Agent | 19 | 6mo ago | MIT | A | 41 | Claude Code |
| gamedev-narrative-directorFluxonLab/Skillry | Agent | 8 | 3d ago | none | A | 62 | Claude Code |
| gamedev-ui-programmerFluxonLab/Skillry | Agent | 8 | 3d ago | none | A | 53 | Claude Code |