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/acaprino/daodanWrote 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/commands/acaprino/daodan/libgdx-audit)<a href="https://agentmods.dev/commands/acaprino/daodan/libgdx-audit"><img src="https://agentmods.dev/badge/commands/acaprino/daodan/libgdx-audit/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/commands/acaprino/daodan/libgdx-audit"><img src="https://agentmods.dev/badge/commands/acaprino/daodan/libgdx-audit.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 | $0.00069 | $0.01837 |
| Opus 5 | $0.00034 | $0.00919 |
| Sonnet 5 | $0.00014 | $0.00367 |
| Haiku 4.5 | $0.00007 | $0.00184 |
Grade A, and why
libgdx-audit 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 3d 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 — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.
libGDX Project Audit
Analyze an existing libGDX project and produce an actionable audit report.
Instructions
-
Identify libGDX components in the codebase:
- Project layout (multi-module Gradle structure)
- libGDX version in
build.gradle(target 1.14.0 baseline) - Generator used (gdx-liftoff vs legacy gdx-setup, detect via project shape)
- Language (Java vs Kotlin), and HTML5 target compatibility
- Application root (Game vs ApplicationListener)
- Screen architecture
- Asset loading strategy (AssetManager vs direct construction)
- Rendering pipeline (SpriteBatch, ShapeRenderer, ModelBatch usage)
- Scene2D / Ashley / Box2D presence
- Platform launchers (lwjgl3, android, ios, html modules)
-
Audit each component against best practices:
Project Setup
- libGDX version is 1.14.0 or later (or pinned with documented reason for older version)
- Build JDK is 17 or 21
- Gradle wrapper is current (8.x or 9.x)
- Multi-module structure: core + at least one platform module
- Kotlin used only if no HTML5 (GWT) target, OR HTML5 uses TeaVM
- iOS source level pinned to Java 8 if iOS module exists
- gdx-liftoff used for project generation (or legacy project explicitly migrated)
- Migration to libGDX 1.14.0
PoolManagerifPoolsAPI still used -
JsonValue#getcalls audited for case sensitivity (1.14.0 breaking change)
Application Root
- Game class extends
Game, not rawApplicationListener(unless intentional) -
create()initializes batch/AssetManager once -
dispose()cleans up all root-level OpenGL resources - No
new MyGame()insidecreate()(the launcher owns the Game instance)
Screen Lifecycle
- Each major game state implemented as a separate Screen
-
Gdx.input.setInputProcessor(...)set inshow(), NOT in constructor -
Gdx.input.setInputProcessor(null)inhide()to avoid stale handlers -
viewport.update(width, height, true)called inresize() - Screen instances reused or properly disposed on permanent transition
- No constructing new Screens on every transition (avoid asset re-allocation)
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.
- 3d ago First seen · 150 lines · 69 tokens per session scan A 7a794e3a0f0b
libgdx-audit is a command published in the GitHub repository acaprino/daodan (8 stars, last pushed yesterday), licensed MIT. It adds 69 tokens to every session and 1,837 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 2026-09-05.
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