game-dev-resource-mcp: Instructions file for Codex

AGENTS.md

game-dev-resource-mcp AGENTS.md is an instructions file for Codex, OpenCode from dsaewkfiush03-debug/game-dev-resource-mcp. It costs 1,404 tokens per session, scanned A, original, MIT.

Project instructions for a game-development resource search engine used by AI coding agents through MCP. MCP is a standard way to connect tools to an agent.

In plain words
What is it for?
Guiding development of game-resource search, reusable-project planning, attribution checks, coverage audits, and carefully limited installation.
Why use it?
They define how resource discovery should handle licenses, attribution, provenance, security, and unsupported requests.

Instructions file for CodexOpenCode

Written for Codex and OpenCode: the file is AGENTS.md. Also seen: mentions AGENTS.md.

This is dsaewkfiush03-debug/game-dev-resource-mcp's own configuration. It tells Codex and OpenCode how to work on game-dev-resource-mcp itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything game-dev-resource-mcp configures →

Reuse

Borrowing it

Nothing to install: this file belongs to dsaewkfiush03-debug/game-dev-resource-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/dsaewkfiush03-debug/game-dev-resource-mcp/main/AGENTS.md
Clone the repo
git clone --depth 1 https://github.com/dsaewkfiush03-debug/game-dev-resource-mcp

Made for: Codex, OpenCode.

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Per session 1,404 This file is loaded in full into every session.
When invoked 1,404 The same file — it is already loaded in full.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.01404 $0.01404
Opus 5 $0.00702 $0.00702
Sonnet 5 $0.00281 $0.00281
Haiku 4.5 $0.00140 $0.00140

Measured 7d ago against content hash 74c72db1a2f8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

game-dev-resource-mcp AGENTS.md 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 7d 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.

AGENTS.md · 86 lines

How it starts

The opening of the file, as written. The whole thing — 86 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AGENTS.md

Project purpose

Build a conservative, license-aware game-development resource search engine for AI coding agents using MCP. The core product is high-quality discovery: understand game-development search intent, route to suitable providers, preserve provenance/license boundaries, rank relevant candidates well, and degrade safely when exact matches are unavailable.

The project may expose reusable-project planning, attribution, coverage auditing and narrowly scoped safe installation, but it should not expand into an engine import/conversion platform or a general game-development framework.

Non-negotiable rules

  1. Do not treat free, free download, or open source as proof of commercial-use permission.
  2. Do not mirror or commit third-party assets by default. Prefer metadata + canonical source URL.
  3. Keep these rights separate: commercial use, modification, redistribution, attribution, share-alike/copy-left-like obligations.
  4. Unknown, custom, missing, non-commercial, or conflicting licenses must fail closed to manual review/reject.
  5. Never commit API keys, access tokens, cookies, or user credentials.
  6. Preserve provenance: source URL and license source should accompany every verified entry.
  7. Repository-level licenses do not automatically cover bundled third-party assets, media, dependencies or imported components.
  8. Never upgrade code-only or reference-only project metadata to whole-project reuse based on model judgment, repository popularity or a permissive SPDX code license.
  9. bundledAssetStatus = needs-review means bundled art/audio/fonts/media must be replaced or independently verified before shipping.
  10. Verified community starters with a root MIT license remain code-only / needs-review unless independent project-wide evidence clears bundled media and dependencies. Benchmark coverage is never evidence for broader reuse rights.
  11. Changes to license classification or project reuse scope require evidence from an authoritative license or source page.
  12. Adoption plans may output exact project paths only when those paths are explicitly recorded in maintained catalog metadata. Never invent directories from a repository name or project type.
  13. verify-or-source means maintained metadata does not prove that a target subsystem/resource is covered; inspect before assuming it is absent or reusable.
  14. Project adoption planning must remain non-mutating: never clone, execute, extract, install dependencies, delete user files or copy a whole project as part of planning.
  15. Coverage benchmarks must reuse the same conservative license/search filters as normal recommendations. Never improve benchmark scores by accepting unknown/non-commercial licenses or changing default share-alike posture.
  16. Do not hide weak coverage by removing difficult benchmark scenarios, excluding required slots with no providers, lowering the depth target below three, or counting discovery-only registry entries as successful provider candidates.
  17. Recommendation fallback depth may broaden a query only after preserving the first/specific matches and must deduplicate candidates; depth filling must not reorder a broader fallback ahead of a more specific valid result.
  18. Never add or relabel a resource solely to improve benchmark depth. If a candidate's license differs from a provider-wide license profile, extend the data model first or leave the benchmark shallow rather than misclassifying the candidate.
  19. Treat live-provider errors as a separate reliability signal; do not silently convert an API/network failure into either a successful result or a permanent catalog gap.
  20. Semantic fallback may expand soft concepts such as turret -> cannon/artillery/tank, but it must preserve explicit hard filters such as dimension, engine-specific-code constraints, commercial-use policy, attribution policy, share-alike policy and reuse scope.
  21. Zero-result or shallow searches must expose attempted fallback queries and suggested alternatives. Never silently relax a hard filter to manufacture a match.
  22. Use provider capability metadata to avoid querying providers that cannot satisfy an explicit dimension/engine constraint. Provider pruning is an efficiency mechanism, not license evidence.
  23. After license eligibility is enforced, semantic/query relevance must outrank popularity, freshness or other metadata bonuses. Do not use permissive licensing as a relevance substitute.
  24. Bounded semantic fallback should distribute query budget across detected game-development concepts before deeply expanding one synonym family; preserve the original query and hard filters.
  25. Candidate-count/depth benchmarks are not evidence of search relevance. Protect real query/ranking regressions separately.
  26. Engine filters constrain engine-specific code and resources that explicitly declare an engine. Generic media assets with no engine tag (for example FBX/glTF/PNG/WAV resources) must not be rejected merely because the current project has an engine context.
  27. Do not build engine-specific model conversion, import automation or compatibility orchestration unless explicitly approved. The search engine may carry engine context for routing/filtering, but the coding agent owns integration into the target project.
  28. Automatic downloads require an explicit trusted HTTPS host allowlist and provider-backed file metadata.
  29. Never automatically execute, extract or install downloaded third-party content.
  30. Never guess a download URL merely to make a workflow automatic.
  31. Local installation must remain contained inside an explicit absolute project root.

Read the full file on GitHub · 86 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. 7d ago First seen · 86 lines · 1,404 tokens per session scan A 74c72db1a2f8

Subscribe to this mod's changes

game-dev-resource-mcp AGENTS.md is an instructions file published in the GitHub repository dsaewkfiush03-debug/game-dev-resource-mcp (0 stars, last pushed 5d ago), licensed MIT. It adds 1,404 tokens to every session, about $0.0070 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 2026-08-31.

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