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 rules/instructa/viber3d/003-systemsgit clone --depth 1 https://github.com/instructa/viber3dWhat 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 | $0.00000 | $0.00347 |
| Opus 5 | $0.00000 | $0.00173 |
| Sonnet 5 | $0.00000 | $0.00069 |
| Haiku 4.5 | $0.00000 | $0.00035 |
Grade A, and why
003-systems 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 2d 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.
What it actually says
System Requirements
- Each system is a pure function that processes traits and updates ECS data.
- Use
world.query(...)to get relevant entities and keep queries minimal. - Include delta time when doing any time-based logic.
- Avoid side effects beyond ECS data changes (no DOM or React state modifications).
System Examples
// Standard system pattern
export function movementSystem(world: World) {
const time = world.get(Time)
if (!time) return
world.query(Transform, Velocity).updateEach(([t, v]) => {
t.position.addScaledVector(v.vector, time.delta)
})
}
Advanced Usage
- Partial Queries: Use
.select(...)to fetch only the needed traits for performance. - Conditional Scheduling: Run certain systems only in specific game states (e.g. paused, menu, or combat).
- Relationships: Use
relation()if the system involves parent-child or entity-to-entity logic, rather than raw references.
Performance Tips
- Reuse math objects like
Vector3orMatrix4rather than creating new ones every frame. - Remove or recycle entities that are no longer needed (e.g. off-screen, zero-health).
- Prefer SoA for large numeric arrays to improve cache performance.
- Consider running heavy systems at reduced frequencies instead of every frame.
Do Not
- Do not directly manipulate React components or the DOM from a system.
- Do not skip delta time in time-based updates.
- Do not implement camera or purely visual updates in systems; leave those to React or specialized visual hooks.
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.
- 2d ago First seen · 44 lines · 0 tokens per session scan A 0d1f85588637
003-systems is a cursor rule published in the GitHub repository instructa/viber3d (623 stars, last pushed 1y ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 347 tokens. 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.
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