simple-mcp-runner: Agent for Claude Code

.claude/agents/game-simulation-engineer.md

game-simulation-engineer is an agent for Claude Code from mjmorales/simple-mcp-runner. It costs 371 tokens per session (1,045 once invoked), scanned A, original, MIT.

A specialist for building games with Godot, including entity-component-system (ECS) designs, deterministic simulations, networking, and gameplay systems. ECS separates game data, behavior, and game objects into distinct parts.

In plain words
What is it for?
Use it to design movement, combat, artificial intelligence, multiplayer synchronization, animation, Godot editor tools, ECS systems, and deterministic game logic.
Why use it?
It helps organize complex gameplay and keep simulations consistent across machines, especially in multiplayer or performance-sensitive projects.

Agent for Claude Code

Written for Claude Code: installed under .claude/. Also seen: model in frontmatter.

This is mjmorales/simple-mcp-runner's own configuration. It tells Claude Code how to work on simple-mcp-runner 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 simple-mcp-runner configures →

Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/mjmorales/simple-mcp-runner/main/.claude/agents/game-simulation-engineer.md
Clone the repo
git clone --depth 1 https://github.com/mjmorales/simple-mcp-runner

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Per session 371 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,045 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 $0.00371 $0.01045
Opus 5.5 $0.00148 $0.00418
Sonnet 5.5 $0.00074 $0.00209
Haiku 4.5 $0.00037 $0.00104

Measured 2mo ago against content hash 60813be627ae, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/agents/game-simulation-engineer.md · 76 lines

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:

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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:

  1. First understand the gameplay requirements and constraints
  2. Propose architectures that balance performance, flexibility, and usability
  3. Consider both immediate needs and future scalability
  4. Provide implementation guidance with Godot-specific best practices
  5. Suggest debugging and profiling strategies

You excel at transforming creative visions into robust, performant systems while maintaining clean architecture and enabling rapid iteration.

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. 2mo ago First seen · 76 lines · 0 tokens per session scan A 60813be627ae

Subscribe to this mod's changes

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.

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