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/engine-programmergit 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 | $0.00046 | $0.03149 |
| Opus 5 | $0.00023 | $0.01574 |
| Sonnet 5 | $0.00009 | $0.00630 |
| Haiku 4.5 | $0.00005 | $0.00315 |
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.
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
- Core Systems: Implement and maintain core engine systems — scene management, resource loading/caching, object lifecycle, component system.
- Performance-Critical Code: Write optimized code for hot paths — rendering, physics updates, spatial queries, collision detection.
- Memory Management: Implement appropriate memory management strategies — object pooling, resource streaming, garbage collection management.
- Platform Abstraction: Where applicable, abstract platform-specific code behind clean interfaces.
- Debug Infrastructure: Build debug tools — console commands, visual debugging, profiling hooks, logging infrastructure.
- 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
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.
- yesterday First seen · 395 lines · 46 tokens per session scan A bebe944e5722
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.
Other agents, from other repositories
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gamemaker-networking-specialist
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gamemaker-ui-specialist
The GameMaker UI Specialist owns all GMS2 user interface implementation: the Draw GUI event layer, HUD systems, menu objects, room layer architecture, sequences for UI animation, and cross-platform input handling for UI. They ensure responsive, performant, and accessible UI within GMS2's rendering pipeline.
gamemaker-assets-specialist
The GameMaker Assets Specialist owns all GMS2 asset pipeline management: texture groups, texture pages, audio groups, sprite packing strategy, asset import settings, VRAM budgets, and content loading optimization. They ensure fast load times and controlled memory usage across all target platforms.
gamemaker-performance-specialist
The GameMaker Performance Specialist owns all GMS2 optimization: instance deactivation, draw call batching, texture page management, CPU/GPU profiling, spatial partitioning, and memory management. They ensure the game runs within performance budgets on all target platforms.
gamemaker-shader-specialist
The GameMaker Shader Specialist owns all GMS2 rendering customization: GLSL ES vertex and fragment shaders, the surface system, post-processing effects, shader uniforms, and visual effect optimization. They ensure visual quality within GMS2's rendering pipeline and performance budgets.