game-engine-guidelines

game-engine-guidelines is a cursor rule for Cursor from j4flmao/agent-skills. It costs 20 tokens per session (1,456 once invoked), scanned A, original, MIT.

A set of rules for writing game engines, renderers, and gameplay systems. It covers frame-time performance, memory allocation, data layout, and deterministic behavior.

In plain words
What is it for?
Use it when designing or reviewing rendering, simulation, entity, and gameplay code, especially code that runs every frame or tick.
Why use it?
It prevents common real-time game problems, such as allocating memory during a frame, excessive rendering work, and data layouts that make hot systems slower or less predictable.

Cursor rule for Cursor

Written for Cursor: installed under .cursor/.

Good fit Use it when designing or reviewing rendering, simulation, entity, and gameplay code, especially code that runs every frame or tick.

Compare 6 cursor rules from other repositories ↓
Install with agentmods
npx agentmods add rules/j4flmao/agent-skills/game-engine-guidelines
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.

Clone the repo
git clone --depth 1 https://github.com/j4flmao/agent-skills

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 game-engine-guidelines

README.md
[![agentmods](https://agentmods.dev/badge/rules/j4flmao/agent-skills/game-engine-guidelines/github.svg)](https://agentmods.dev/rules/j4flmao/agent-skills/game-engine-guidelines)
Your own site
<a href="https://agentmods.dev/rules/j4flmao/agent-skills/game-engine-guidelines"><img src="https://agentmods.dev/badge/rules/j4flmao/agent-skills/game-engine-guidelines/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.

agentmods 80×15 button for game-engine-guidelines

Your own site · 80×15
<a href="https://agentmods.dev/rules/j4flmao/agent-skills/game-engine-guidelines"><img src="https://agentmods.dev/badge/rules/j4flmao/agent-skills/game-engine-guidelines.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 20 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,456 The whole file, excluding the scripts and references it only reads on demand.
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 $0.00020 $0.01456
Opus 5.5 $0.00008 $0.00582
Sonnet 5.5 $0.00004 $0.00291
Haiku 4.5 $0.00002 $0.00146

Measured 1mo ago against content hash 48813ad4d694, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-engine-guidelines 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 1mo 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/game-engine-guidelines.mdc · 88 lines

How it starts

The opening of the file, as written. The whole thing — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Engine Guidelines

AI/Cursor MUST follow these rules when writing game engine, renderer, or gameplay systems code. These rules harden correctness, performance, and determinism.

1. Performance & Frame Budget

  • Rule: Profile before optimizing; never guess. Every hot path must include measurable metrics (TimeMeasure, GPU timers, counters).
  • Rule: Allocators in the render/hot loop are forbidden. Use pool, stack, or arena allocators per frame; reserve at startup.
  • Rule: Draw calls are precious. Batch by material/pipeline; cap state changes (SetPipeline/SetShader); prefer instancing and indirect draw.
  • Rule: No new/malloc during simulation or render ticks. If code allocates in a tick, it is a review-blocker.
  • Rule: Vectors of unique_ptr to polymorphic entities are rejected. Keep component data in contiguous arrays (SoA) and entity IDs index them.

2. Data-Oriented & Cache Design

  • Rule: Model CPU cache: elements in hot systems are contiguous, 32-64 byte stride structs; split hot/cold component data into separate arrays.
  • Rule: Prefer std::vector<T> + index handles over object pointers in entity systems.
  • Rule: Object-oriented hierarchies (Actor base class with virtual Tick()) are allowed only for gameplay-throttled, low-frequency logic; never per-entity per-frame.
  • Rule: SIMD is required where a uniform operation runs over many elements (transforms, particle sim). Write scalar reference first, then vectorize.

3. Threading & Determinism

  • Rule: The simulation step MUST be deterministic given the same inputs (same seed, same binary, same settings). Never allow wall-clock time, map iteration order, or std::rand() into the simulation.
  • Rule: Render jobs, physics, and sim run on a job graph; no thread may block on another for more than a bounded slice.
  • Rule: All shared mutable state is owned by exactly one system (ownership), or accessed via atomic/lock-free structures that are benchmarked. Unlocked cross-thread writes = review-blocker.
  • Rule: Tick data is never mutated while being read by another thread; use per-frame double buffering or generation counters.
  • Rule: Never block the render thread on asset I/O, shader compile, network, or GC.

Read the full file on GitHub · 88 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. 1mo ago First seen · 88 lines · 20 tokens per session scan A 48813ad4d694

Subscribe to this mod's changes

game-engine-guidelines is a cursor rule published in the GitHub repository j4flmao/agent-skills (33 stars, last pushed 10d ago), licensed MIT. It adds 20 tokens to every session and 1,456 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-20.