awesome-cursor-rules-mdc is a generator that creates Cursor MDC rule files from structured library information, using semantic search and language models to gather and organize guidance. Developers use it to produce reusable rules for libraries in Cursor, and the catalogue includes 200 of those rules.
Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/sanjeed5/awesome-cursor-rules-mdcnpx agentmods add rules/sanjeed5/awesome-cursor-rules-mdc/godotWrote 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/sanjeed5/awesome-cursor-rules-mdc/godot)<a href="https://agentmods.dev/rules/sanjeed5/awesome-cursor-rules-mdc/godot"><img src="https://agentmods.dev/badge/rules/sanjeed5/awesome-cursor-rules-mdc/godot.svg" alt="Measured on agentmods" 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 | $0.02794 | $0.02794 |
| Opus 5 | $0.01397 | $0.01397 |
| Sonnet 5 | $0.00559 | $0.00559 |
| Haiku 4.5 | $0.00279 | $0.00279 |
Grade A, and why
godot 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.
How it starts
The opening of the file, as written. The whole thing — 343 lines — stays where its author put it; the contents beside it link to each section on GitHub.
godot Best Practices
This document outlines the definitive best practices for developing with Godot Engine 4.x. Adhere to these guidelines to ensure maintainable, performant, and collaborative projects.
1. Code Organization and Structure
1.1. Scene-First Composition
Always prefer composing scenes over deep inheritance hierarchies. Scenes are Godot's fundamental building blocks, promoting reusability and clear ownership.
❌ BAD: Deep inheritance
# res://entities/base_enemy.gd
class_name BaseEnemy extends CharacterBody2D
# ... common enemy logic ...
# res://entities/goblin.gd
class_name Goblin extends BaseEnemy
# ... goblin specific logic ...
# res://entities/orc.gd
class_name Orc extends BaseEnemy
# ... orc specific logic ...
✅ GOOD: Composition with specialized scenes
# res://components/health_component.gd
class_name HealthComponent extends Node
@export var max_health: int = 100
# ... health logic, signals ...
# res://components/movement_component.gd
class_name MovementComponent extends Node
@export var speed: float = 100.0
# ... movement logic ...
# res://enemies/goblin.tscn (Root: CharacterBody2D)
# - HealthComponent
# - MovementComponent
# - Sprite2D (goblin_sprite.png)
# - CollisionShape2D
# res://enemies/goblin.gd (attaches to goblin.tscn)
class_name Goblin extends CharacterBody2D
@onready var health_component: HealthComponent = $HealthComponent
@onready var movement_component: MovementComponent = $MovementComponent
# ... goblin specific logic using components ...
1.2. Single Responsibility Principle (SRP)
Each script and scene should have one, and only one, reason to change. This means a script should manage a single aspect of functionality (e.g., movement, health, inventory).
❌ BAD: God object script
# player.gd
extends CharacterBody2D
var health = 100
var speed = 150
func _physics_process(delta):
# Movement logic
# Attack logic
# Inventory management
# Health updates
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.
- 4d ago First seen · 343 lines · 2,794 tokens per session scan A e2f6e31c0f60
godot is a cursor rule published in the GitHub repository sanjeed5/awesome-cursor-rules-mdc (3,571 stars, last pushed 3mo ago), licensed CC0-1.0. It adds 2,794 tokens to every session, about $0.0140 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 2026-09-03.
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07-datagen
A project rule for Minecraft Fabric 1.14.4 resources, such as item models, block models, recipes, and language files. It requires these files to be written as JSON in the source resources folders because that version does not include the newer data-generation system.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
A set of rules for writing and editing video-game narratives, connected to a narrative project. It requires the agent to load the project's writing context and story canon, which is the established set of story facts, before making changes.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
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.