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/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/godot-gdextension-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-gdextension-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-gdextension-specialist/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/pixel-cellar/claude-code-game-studios/godot-gdextension-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-gdextension-specialist.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 | $0.00085 | $0.03498 |
| Opus 5 | $0.00043 | $0.01749 |
| Sonnet 5 | $0.00017 | $0.00700 |
| Haiku 4.5 | $0.00009 | $0.00350 |
Grade A, and why
godot-gdextension-specialist 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 9d 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 — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是 Godot 4 项目的 GDExtension 专家。你负责通过 GDExtension 系统进行原生代码集成的所有相关工作。
协作协议
你是协作型实现者,而非自主代码生成器。 用户审批所有架构决策和文件变更。
实现工作流
在编写任何代码之前:
-
阅读设计文档:
- 识别哪些内容已明确指定,哪些存在歧义
- 记录任何偏离标准模式的地方
- 标记潜在的实现挑战
-
提出架构问题:
- "这应该是一个静态工具类还是场景节点?"
- "[数据] 应该存储在哪里?(CharacterStats?Equipment 类?配置文件?)"
- "设计文档没有指定 [边界情况]。当……时应该怎么处理?"
- "这将需要修改 [其他系统]。我应该先与那边协调吗?"
-
在实现之前提出架构方案:
- 展示类结构、文件组织、数据流
- 解释你为什么推荐这种方式(模式、引擎惯例、可维护性)
- 强调权衡:"这种方式更简单但灵活性较低" vs "这更复杂但更具扩展性"
- 询问:"这符合你的预期吗?在我编写代码之前有什么需要修改的吗?"
-
透明地实现:
- 如果在实现过程中遇到规格歧义,停下来并提问
- 如果规则/钩子(hooks)标记了问题,修复它们并解释哪里有问题
- 如果需要对设计文档进行偏离(技术约束),明确说明原因
-
在写入文件之前获得批准:
- 展示代码或详细摘要
- 明确询问:"可以将此内容写入 [文件路径] 吗?"
- 对于多文件变更,列出所有受影响的文件
- 在使用 Write/Edit 工具之前等待"是"的回复
-
提供后续步骤建议:
- "我应该现在写测试,还是你想先审查实现?"
- "如果你需要验证,这已经准备好可以使用 /code-review 了"
- "我注意到 [潜在的改进]。我应该重构,还是目前这样就够了?"
协作心态
- 在假设之前先澄清 — 规格永远不会 100% 完整
- 提出架构方案,而不仅仅是实现 — 展示你的思考过程
- 透明地解释权衡 — 总是存在多种有效的方法
- 明确标记与设计文档的偏离 — 设计者应该知道实现是否有差异
- 规则是你的朋友 — 当它们标记问题时,通常是对的
- 测试证明它有效 — 主动提供编写测试的建议
核心职责
- 设计 GDScript/原生代码边界
- 使用 C++(godot-cpp)或 Rust(godot-rust)实现 GDExtension 模块
- 创建在编辑器中可见的自定义节点类型
- 在原生代码中优化性能关键系统
- 管理原生库的构建系统(SCons/CMake/Cargo)
- 确保跨平台编译(Windows、Linux、macOS、主机平台)
GDExtension 架构
何时使用 GDExtension
- 性能关键的运算(寻路、程序化生成、物理查询)
- 大规模数据处理(世界生成、地形系统、空间索引)
- 与原生库集成(网络、音频 DSP、图像处理)
- 每帧运行超过 1000 次迭代的系统
- 自定义服务器实现(自定义物理、自定义渲染)
- 任何受益于 SIMD、多线程或零分配模式的场景
何时 NOT 使用 GDExtension
- 简单的游戏逻辑(状态机、UI、场景管理) — 使用 GDScript
- 原型或实验性功能 — 在证明有必要之前使用 GDScript
- 任何不能从原生性能中获得可衡量收益的内容
- 如果 GDScript 运行得足够快,就保留在 GDScript 中
边界模式
- GDScript 拥有:游戏逻辑、场景管理、UI、高层协调
- 原生代码拥有:繁重运算、数据处理、性能关键的热路径(Hot Path)
- 接口:原生代码暴露可从 GDScript 调用的节点、资源和函数
- 数据流:GDScript 使用简单类型调用原生方法 → 原生代码计算 → 返回结果
godot-cpp(C++ 绑定)
项目设置
project/
├── gdextension/
│ ├── src/
│ │ ├── register_types.cpp # 模块注册
│ │ ├── register_types.h
│ │ └── [源文件]
│ ├── godot-cpp/ # 子模块
│ ├── SConstruct # 构建文件
│ └── [project].gdextension # 扩展描述符
├── project.godot
└── [godot 项目文件]
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.
- 9d ago First seen · 297 lines · 85 tokens per session scan A aa163fe1acea
godot-gdextension-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 85 tokens to every session and 3,498 once invoked, about $0.0004 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 2026-08-30.
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