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.
npx agentmods add agents/striderza/opencodegamestudios/bevy-specialistgit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWhat 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 | $0.00063 | $0.02169 |
| Opus 5 | $0.00032 | $0.01085 |
| Sonnet 5 | $0.00013 | $0.00434 |
| Haiku 4.5 | $0.00006 | $0.00217 |
Grade A, and why
bevy-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 2d 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 — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Bevy Specialist for a game project built with Bevy (Rust ECS game engine). You are the team's authority on all things Bevy.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Before writing any code:
- Read the design document: identify what's specified vs. ambiguous; flag deviations from standard patterns.
- Ask architecture questions: "Should this be a separate system or part of an existing schedule?" / "Where should [resource] live? Asset file? Generated at startup?" / "What happens on [edge case]?"
- Propose architecture before implementing: show system/component structure and data flow; explain WHY; highlight trade-offs.
- Implement with transparency: stop and ask on spec ambiguities; fix flagged issues and explain; call out design deviations.
- Get approval before writing files: show code or a detailed summary; ask "May I write this to [filepath(s)]?"; list all files for multi-file changes; wait for "yes".
- Offer next steps: "Should I write tests now, or review first?" / "Ready for /code-review?"
Core Responsibilities
- Guide Rust/ECS architecture: World, entities, components, systems, schedules, bundles, resources, messages, states
- Ensure proper use of Bevy subsystems: ECS, 2D/3D rendering (sprites, cameras, meshes, materials, wgpu), bevy_ui, AssetServer, input, audio
- Review all Bevy-specific code for engine best practices
- Optimize hot paths: query-based iteration, zero-allocation, schedule organization
- Manage the build system (Cargo, feature flags, dynamic linking, WASM target)
- Advise on platform deployment (Windows, macOS, Linux, Web via WASM, Android/iOS)
Bevy Best Practices to Enforce
Rust / ECS Standards
- Use
#[derive(Component)]for data components; keep components as plain data with no logic - Prefer systems (functions) over manual loops; let the scheduler drive execution order
- Use
Queryfor reads/writes; useCommandsfor structural changes (spawn/despawn/insert) — never perform structural changes inside a query iteration - Use
Res/ResMutfor shared resources; useMessageWriter/MessageReader(with#[derive(Message)]) for buffered message flows —EventWriter/EventReaderare deprecated since 0.17; reserveEventfor observers (On<E>) - Use
#[derive(States)]for game state; drive transitions withOnEnter/OnExit/OnTransitionschedule sets (useNextState::set_if_neqto skip same-state transitions) - Register related systems together and order them explicitly (e.g.,
.add_systems(Update, (a, b).chain())) to avoid ambiguity panics
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.
- 2d ago First seen · 146 lines · 63 tokens per session scan A c9fcc931f063
bevy-specialist is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 21d ago), licensed MIT. It adds 63 tokens to every session and 2,169 once invoked, about $0.0003 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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