architecture

architecture is a cursor rule for Cursor from andvolodko/html5-game-editor. It costs 49 tokens per session (388 once invoked), scanned A, original, MIT.

A set of architecture rules for changes that cross packages or affect saved data, editor and runtime boundaries, persistence, or rendering. Architecture here means the way the system's parts depend on and communicate with one another.

In plain words
What is it for?
Use it when changing shared packages, scene or asset formats, persistence, renderer support, component structure, or other cross-layer behavior.
Why use it?
It prevents package dependencies from pointing the wrong way, UI code from directly controlling renderers, and incompatible saved formats from breaking existing projects.

Cursor rule for Cursor

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 rules/andvolodko/html5-game-editor/architecture
Clone the repo
git clone --depth 1 https://github.com/andvolodko/html5-game-editor

Made for: Cursor.

Wrote 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.

agentmods badge for architecture

README.md
[![agentmods](https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/architecture.svg)](https://agentmods.dev/rules/andvolodko/html5-game-editor/architecture)
Your own site
<a href="https://agentmods.dev/rules/andvolodko/html5-game-editor/architecture"><img src="https://agentmods.dev/badge/rules/andvolodko/html5-game-editor/architecture.svg" alt="Measured on agentmods" height="20"></a>
Per session 49 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 388 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 $0.00049 $0.00388
Opus 5 $0.00024 $0.00194
Sonnet 5 $0.00010 $0.00078
Haiku 4.5 $0.00005 $0.00039

Measured 4d ago against content hash a5b8af4a18a9, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

architecture 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 4d 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.

.cursor/rules/architecture.mdc · 28 lines

What it actually says

Architecture (on-demand)

Consult PROJECT.md for orientation. Read only the detailed docs that match this change. Do not load unrelated documentation for localized work.

For multi-package or schema/boundary changes, follow .cursor/skills/architecture-change/SKILL.md.

Constraints beyond .cursor/rules/core.mdc

  • Prefer component composition over node-type inheritance (Node + Transform2D + Sprite, not SpriteButtonNode extends SpriteNode).
  • Mutation path: UI → Command → domain model → renderer sync. Never React → PIXI.* / THREE.*.
  • Persisted scene/project/asset formats must stay versioned; incompatible changes need migrations.
  • Editable game content lives under games/<name>/ (not a top-level projects/ tree). project-server defaults to games/editor-features-demo; override with PROJECT_ROOT.
  • Renderer-specific code belongs in renderer-pixi or renderer-three. Games that do not use Three.js must not be forced to bundle it.
  • Aseprite sources stay under assets/; derived PNG/JSON under .generated/. Persist the source assetId (+ optional animation tag), never a generated path. See docs/assets.md and docs/aseprite.md.

Before coding an architectural change

  1. Inspect existing packages and public APIs.
  2. Identify undo/redo, persistence/schema, renderer, and test implications.
  3. Do not start until the plan is coherent.

Detailed docs: docs/architecture.md, plus the task-specific files listed in PROJECT.md.

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. 4d ago First seen · 28 lines · 49 tokens per session scan A a5b8af4a18a9

Subscribe to this mod's changes

architecture is a cursor rule published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 9d ago), licensed MIT. It adds 49 tokens to every session and 388 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 2026-08-31.