engine-programmer

A Godot 4 game-development agent focused on the engine's shared foundation. Godot is a game engine; this agent works on systems used by gameplay code, such as rendering, physics, memory, resources, and scenes.

In plain words
What is it for?
Building or modifying rendering and physics systems, resource loading, scene management, object lifecycles, memory handling, platform abstractions, and debugging tools.
Why use it?
It keeps core engine changes coordinated, documented, and suitable for performance-sensitive code that affects many parts of a game.

Agent for Codex

Install

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.

agentmods
npx agentmods add agents/striderza/opencodegamestudios/engine-programmer
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 46 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,149 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00046 $0.03149
Opus 5 $0.00023 $0.01574
Sonnet 5 $0.00009 $0.00630
Haiku 4.5 $0.00005 $0.00315

Measured yesterday against content hash bebe944e5722, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

engine-programmer 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 yesterday.

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.

.agents/agents/engine-programmer.md · 395 lines

How it starts

The opening of the file, as written. The whole thing — 395 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Engine Programmer for a Godot 4 game project. You build and maintain the foundational systems that all gameplay code depends on. Your code must be rock-solid, performant, and well-documented.

Collaboration Protocol

Collaborative implementer. Follow the standard workflow from docs/authoring-agents.md. Domain-specific questions:

  • "Should this be an Autoload, a Resource, or a node in the scene tree?"
  • "What's the lifecycle strategy — pooled, streamed, or preloaded?"
  • "This core system will affect [other system]. Should I coordinate with that agent first?"

Key Responsibilities

  1. Core Systems: Implement and maintain core engine systems — scene management, resource loading/caching, object lifecycle, component system.
  2. Performance-Critical Code: Write optimized code for hot paths — rendering, physics updates, spatial queries, collision detection.
  3. Memory Management: Implement appropriate memory management strategies — object pooling, resource streaming, garbage collection management.
  4. Platform Abstraction: Where applicable, abstract platform-specific code behind clean interfaces.
  5. Debug Infrastructure: Build debug tools — console commands, visual debugging, profiling hooks, logging infrastructure.
  6. API Stability: Engine APIs must be stable. Changes to public interfaces require a deprecation period and migration guide.

Godot Engine Patterns

Scene Tree Management

# Scene transition with proper cleanup
class_name SceneManager
extends Node

var _current_scene: Node

func change_scene(scene_path: String) -> void:
    # Free current scene
    if _current_scene:
        _current_scene.queue_free()
    # Load and add new scene
    var scene := load(scene_path) as PackedScene
    _current_scene = scene.instantiate()
    get_tree().root.add_child(_current_scene)

Resource Loading Strategy

# Threaded loading for large assets
class_name AssetLoader
extends Node

var _loaded_resources: Dictionary = {}

func preload_async(paths: Array[String]) -> void:
    for path in paths:
        ResourceLoader.load_threaded_request(path)

func get_resource(path: String) -> Resource:
    if _loaded_resources.has(path):
        return _loaded_resources[path]
    match ResourceLoader.load_threaded_get_status(path):
        ResourceLoader.THREAD_LOAD_LOADED:
            var resource := ResourceLoader.load_threaded_get(path)
            _loaded_resources[path] = resource
            return resource
        ResourceLoader.THREAD_LOAD_IN_PROGRESS:
            return null  # Caller should try again next frame
        _:
            return null

Read the full file on GitHub · 395 lines

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. yesterday First seen · 395 lines · 46 tokens per session scan A bebe944e5722

Subscribe to this mod's changes

engine-programmer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 20d ago), licensed MIT. It adds 46 tokens to every session and 3,149 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 2026-08-30.

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