libgdx-development

libgdx-development is a skill for Claude Code, Codex from acaprino/daodan. It costs 50 tokens per session (1,234 once invoked), scanned A, original, MIT.

A practical guide to building games with libGDX, a Java and Kotlin framework for sharing one game codebase across desktop, mobile, and web. It covers project setup, game structure, graphics, assets, and common platform targets.

In plain words
What is it for?
Use it to start or migrate a libGDX project, design its game and screen structure, manage graphics and assets, target multiple platforms, and investigate performance or input problems.
Why use it?
It gives coding agents the libGDX-specific background needed to build, update, and troubleshoot games without guessing about framework conventions or platform differences.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Part of the libgdx-development plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to start or migrate a libGDX project, design its game and screen structure, manage graphics and assets, target multiple platforms, and investigate performance or input problems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/acaprino/daodan/libgdx-development
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.

Any agent
npx skills add acaprino/daodan --skill libgdx-development
Clone the repo
git clone --depth 1 https://github.com/acaprino/daodan

Made for: Claude Code, Codex.

Or install libgdx-development, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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 libgdx-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/acaprino/daodan/libgdx-development/github.svg)](https://agentmods.dev/skills/acaprino/daodan/libgdx-development)
Your own site
<a href="https://agentmods.dev/skills/acaprino/daodan/libgdx-development"><img src="https://agentmods.dev/badge/skills/acaprino/daodan/libgdx-development/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 libgdx-development

Your own site · 80×15
<a href="https://agentmods.dev/skills/acaprino/daodan/libgdx-development"><img src="https://agentmods.dev/badge/skills/acaprino/daodan/libgdx-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,234 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 $0.00050 $0.01234
Opus 5 $0.00025 $0.00617
Sonnet 5 $0.00010 $0.00247
Haiku 4.5 $0.00005 $0.00123

Measured 3d ago against content hash 0305ea82f180, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

libgdx-development 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 3d 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.

exports/claude/plugins/libgdx-development/skills/libgdx-development/SKILL.md · 82 lines

How it starts

The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.

libGDX Cross-Platform Game Development

Knowledge base for building production-grade games with libGDX, the cross-platform Java/Kotlin game framework.

When to Use

  • Scaffolding a new libGDX project with gdx-liftoff
  • Designing the Game/Screen structure and Scene2D + Ashley + Box2D integration
  • Managing the rendering pipeline: SpriteBatch, TextureAtlas, viewports, cameras
  • Handling AssetManager lifecycle and OpenGL resource disposal
  • Targeting Desktop, Android, iOS, or HTML5 from a shared codebase
  • Migrating to libGDX 1.14.0 and its breaking changes (Pools -> PoolManager, JsonValue case sensitivity)
  • Debugging frame-rate drops, VRAM leaks, or input handling bugs

Quick Start

For 80% of new libGDX projects, follow this path:

  1. Generate: download latest gdx-liftoff JAR from https://github.com/libgdx/gdx-liftoff/releases, run with JDK 17 or later (Java 21 recommended)
  2. Configure in gdx-liftoff: pick platforms (Desktop + Android typical), pick language (Kotlin if no HTML5 target, otherwise Java), pick extensions (Ashley, Box2D, FreeType, Controllers as needed)
  3. Open the generated project in IntelliJ IDEA or Android Studio (do NOT use Eclipse for modern libGDX)
  4. Run :lwjgl3:run Gradle task to launch the desktop module
  5. Architecture: extend Game, create MainMenuScreen + GameplayScreen, use Scene2D for UI and Ashley for entities
  6. Assets: pack sprites into TextureAtlas (2048x2048 POT), load via AssetManager, never load loose Textures per sprite
  7. Disposal: every Texture, Sound, Music, Stage, Skin, BitmapFont, ShaderProgram MUST have an explicit .dispose() call

Then harden incrementally:

  • GL thread blocking, push IO/compute to a worker thread via Gdx.app.postRunnable
  • Screen lifecycle, set Gdx.input.setInputProcessor in show(), never in the constructor
  • Memory leaks, audit static field references to Texture/AssetManager (forbidden on Android)
  • Scene2D performance, set Group.isTransform = false on non-rotating Groups
  • Ashley correctness, components with collections must implement Poolable and clear in reset()

Read the full file on GitHub · 82 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 3d ago First seen · 82 lines · 50 tokens per session scan A 0305ea82f180

Subscribe to this mod's changes

libgdx-development is a skill published in the GitHub repository acaprino/daodan (9 stars, last pushed today), licensed MIT. It adds 50 tokens to every session and 1,234 once invoked, about $0.0003 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 2026-09-05.