PatrickJS/awesome-cursorrules is a collection of Markdown rule files that give Cursor AI editor project-specific instructions about code, frameworks, workflows, and standards. Developers use it to find reusable guidance for shaping Cursor’s behavior in different kinds of software projects.
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/PatrickJS/awesome-cursorrulesWrote 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/rules/patrickjs/awesome-cursorrules/gamemaker-gml)<a href="https://agentmods.dev/rules/patrickjs/awesome-cursorrules/gamemaker-gml"><img src="https://agentmods.dev/badge/rules/patrickjs/awesome-cursorrules/gamemaker-gml/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/rules/patrickjs/awesome-cursorrules/gamemaker-gml"><img src="https://agentmods.dev/badge/rules/patrickjs/awesome-cursorrules/gamemaker-gml.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 | $0.00000 | $0.00473 |
| Opus 5.5 | $0.00000 | $0.00189 |
| Sonnet 5.5 | $0.00000 | $0.00095 |
| Haiku 4.5 | $0.00000 | $0.00047 |
Grade A, and why
gamemaker-gml 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.
How it starts
The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
GameMaker GML Rules
Code Organization
- Keep object event code short and move reusable behavior into scripts or functions.
- Use clear prefixes or naming conventions for scripts, objects, sprites, rooms, and globals.
- Prefer functions over copy-pasted event blocks.
- Keep create-step-draw responsibilities separate.
- Put initialization in Create, simulation in Step, and rendering-only work in Draw.
GML Style
- Use descriptive variable names and avoid one-letter names outside small loops.
- Prefer local variables with
varor function-scoped declarations over unnecessary instance variables. - Use constants, enums, and macros for repeated identifiers, layer names, states, and collision groups.
- Guard optional instance references with
instance_exists. - Keep global state minimal and document it.
Gameplay Architecture
- Use finite state machines for player, enemy, UI, and game-flow states.
- Keep collision logic explicit and deterministic.
- Separate input collection from action execution.
- Use alarms, timelines, or explicit timers consistently; do not mix patterns without reason.
- Store save data through structured maps/structs and version the save format.
Performance
- Avoid expensive searches such as broad
instance_findor repeated collision scans in every Step event. - Cache frequently used asset IDs, layer IDs, and object references when safe.
- Destroy data structures when no longer needed.
- Use object pooling for frequent projectiles, particles, or short-lived effects when allocation becomes costly.
- Profile before optimizing and keep hot-path code simple.
Debugging and Testing
- Add debug overlays for collision boxes, state, velocity, and AI decisions when useful.
- Use assertions or explicit guard clauses for impossible states.
- Test room transitions, pause/resume, save/load, and controller/keyboard input separately.
- Keep reproducible test rooms for complex mechanics.
Common Mistakes
- Do not put game logic in Draw events.
- Do not create data structures without destroying them.
- Do not rely on room editor instance order for critical behavior.
- Do not hardcode magic numeric state IDs.
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.
- 1mo ago First seen · 54 lines · 0 tokens per session scan A 8fedbae86477
gamemaker-gml is a cursor rule published in the GitHub repository PatrickJS/awesome-cursorrules (41,018 stars, last pushed 4mo ago), licensed CC0-1.0. It costs nothing until one of its globs matches a file; then it loads 473 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.
Other cursor rules, from other repositories
drawscape-factorio-usage
A set of coding rules for using the drawscape_factorio Python module to turn exported entity data into SVG output. It specifies the required functions, configuration values, and JSON input.
scoring-and-ranking-rules
A set of rules for scoring and ranking entries in a game or competition. Entries advance after a win, leave the pool after a loss, and receive individual rankings.
weekly-scoring-process-pseudocode
Pseudocode for a weekly scoring process, written in Chinese, that takes game results and updates the status of entries.
snyk_rules
Snyk Security At Inception.
army-and-battle-mechanics-rule
Governs the mechanics related to armies, battles, and territorial control. This rule focuses on combat, resource management, and strategic expansion within the game.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.