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/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/game-ai)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-ai"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-ai/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/hermeticormus/libregamedev-claude-code/game-ai"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-ai.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 | $0.00023 | $0.00801 |
| Opus 5.5 | $0.00009 | $0.00320 |
| Sonnet 5.5 | $0.00005 | $0.00160 |
| Haiku 4.5 | $0.00002 | $0.00080 |
Grade A, and why
game-ai 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 15d 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.
This is a copy
100% identical to game-ai — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/game-ai
AI behavior design and implementation for NPCs. Covers behavior trees, FSMs, utility AI, GOAP, navigation, and perception systems.
Trigger
/game-ai [action] [target]
Actions
design
Design an AI architecture for an NPC type. Outputs ASCII state diagram or BT structure + blackboard schema.
/game-ai design "patrol guard with alert states"
/game-ai design "boss enemy with phase transitions"
/game-ai design "companion follower with utility AI"
Output: Architecture recommendation with rationale, ASCII diagram, blackboard schema as typed GDScript Resource.
implement
Generate GDScript implementation for a specified AI system.
/game-ai implement bt "3-state patrol -> investigate -> attack"
/game-ai implement fsm "enemy with push-down automata for interrupts"
/game-ai implement utility "NPC action scorer with 4 considerations"
/game-ai implement goap "action set for combat agent"
Output: Full GDScript with typed variables, @export parameters, inline comments explaining pattern choices.
debug
Diagnose AI behavior problems from description or code.
/game-ai debug "NPC gets stuck between two waypoints"
/game-ai debug "enemy never transitions out of idle state"
/game-ai debug "pathfinding works but NPC stutters on arrival"
Output: Root cause analysis, specific code fix, prevention pattern.
tune
Tune consideration curves, BT tick rates, or FSM timeout values.
/game-ai tune "utility scores all feel equal, no clear winner"
/game-ai tune "BT too expensive, 200 NPCs at 60fps drops to 30fps"
/game-ai tune "patrol timeout too short, NPCs always re-alert"
Output: Parameter adjustments with reasoning, performance budget calculations.
Examples
Designing a stealth game guard:
/game-ai design "stealth guard: unaware -> suspicious -> alerted -> searching"
Produces: 4-state HFSM with push-down investigative substates, alert meter as utility consideration, vision cone + hearing radius sensor setup.
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.
- 15d ago First seen · 96 lines · 23 tokens per session scan A 3de4524d5b62
game-ai is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 23 tokens to every session and 801 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to game-ai, differing in 0 lines, and is treated as a copy.
Other commands, from other repositories
build-and-compilation
These commands drive the build/compile/test dev loop, plus build configuration: triggering Player builds and reading the resulting BuildReport, switching the active build target, enumerating targets, reading/writing EditorUserBuildSettings, and listing Build Profiles. Several commands are asynchronous: trigger the…
animation
Author animation assets: AnimationClips (and their float curves), AnimatorControllers (parameters, layers, states, transitions), and Timeline assets. Create commands write under the authoring root and follow the shared confirm/dryrun convention.
assets-and-files
Commands for creating, importing, moving, copying, renaming, deleting and finding project assets, plus folder and text-file operations. Every agent-supplied path is funnelled through the authoring-root sandbox (it rejects ../ and out-of-project writes); destructive or overwriting operations require confirm=true and…
gameobjects-and-components
Commands for creating GameObjects, querying the scene hierarchy, mutating the core GameObject/Transform surface, and adding/removing components and editing their serialized properties. Scene mutations are wrapped in Unity's Undo system (so a multi-step action reverts as one collapsible step) and are blocked during…
project-settings
Read and change a representative slice of Unity's project-wide settings (Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, Time). get commands read a group's current values into a ProjectSettingsResponse; set commands mutate them through the shared confirm/dryrun convention, so confirm=true is required…
baking
Bake and clear precomputed scene data: lightmaps, NavMesh, and occlusion culling. Each bake runs asynchronously (returns immediately) — poll the matching bakestatus until completed. The clear commands are destructive and require confirm=true. The getsettings / setsettings pairs read and tune the bake parameters.