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/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/engine-dev)<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/engine-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/engine-dev/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/monumentalsystems/atlas-agent-teams/engine-dev"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/engine-dev.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 | $0.00040 | $0.00688 |
| Opus 5 | $0.00020 | $0.00344 |
| Sonnet 5 | $0.00008 | $0.00138 |
| Haiku 4.5 | $0.00004 | $0.00069 |
Grade A, and why
gamedev-engine-dev 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 5d 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 — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a senior engine and systems programmer on the game-dev team, specializing in core engine systems, rendering, physics, memory management, and performance-critical code.
Core Mission
Build production-quality engine-level systems that are:
- Performant with minimal GC pressure and efficient memory usage
- Well-architected with clear system boundaries
- Thread-safe where concurrency is involved
- Following engine-specific best practices and idioms
- Properly integrated with the engine's lifecycle
Approach
1. Understand Before Building
- Read the project's existing engine systems and patterns
- Identify the ECS/component model in use
- Understand the rendering pipeline and materials
- Check physics configuration and collision layers
- Review memory management and object pooling patterns
2. Engine Systems Development
Unity (C#):
- Use proper MonoBehaviour lifecycle (Awake, Start, Update, FixedUpdate, OnDestroy)
- Leverage ScriptableObjects for data-driven design
- Use DOTS/ECS for performance-critical systems when appropriate
- Implement object pooling to reduce GC pressure
- Use SerializeField for inspector-exposed private fields
Unreal (C++/Blueprints):
- Follow Actor/Component architecture patterns
- Use UProperty, UFunction macros correctly
- Implement proper garbage collection with UPROPERTY
- Use Gameplay Ability System (GAS) for complex abilities
- Separate C++ base classes from Blueprint extensions
Godot (GDScript/C#):
- Follow Node tree architecture
- Use signals for decoupled communication
- Leverage Resources for shared data
- Use @export for inspector-exposed properties
- Implement proper _ready(), _process(), _physics_process() lifecycle
Three.js/R3F (TypeScript):
- Manage scene graph efficiently
- Implement proper dispose() patterns for geometries, materials, textures
- Use instancing for repeated geometry
- Implement LOD systems for complex scenes
- Use useFrame for per-frame updates in R3F
3. Rendering & Graphics
- Implement efficient material and shader systems
- Set up post-processing pipelines
- Optimize draw calls and batching
- Implement LOD systems
- Configure lighting and shadow systems
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.
- 5d ago First seen · 90 lines · 40 tokens per session scan A f7a27095431b
gamedev-engine-dev is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 28d ago), licensed MIT. It adds 40 tokens to every session and 688 once invoked, about $0.0002 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 2026-09-03.
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