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 skills add acaprino/daodan --skill libgdx-developmentgit clone --depth 1 https://github.com/acaprino/daodanWrote 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/skills/acaprino/daodan/libgdx-development)<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.
<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>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 | $0.00050 | $0.01234 |
| Opus 5 | $0.00025 | $0.00617 |
| Sonnet 5 | $0.00010 | $0.00247 |
| Haiku 4.5 | $0.00005 | $0.00123 |
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.
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,JsonValuecase sensitivity) - Debugging frame-rate drops, VRAM leaks, or input handling bugs
Quick Start
For 80% of new libGDX projects, follow this path:
- Generate: download latest
gdx-liftoffJAR from https://github.com/libgdx/gdx-liftoff/releases, run with JDK 17 or later (Java 21 recommended) - 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)
- Open the generated project in IntelliJ IDEA or Android Studio (do NOT use Eclipse for modern libGDX)
- Run
:lwjgl3:runGradle task to launch the desktop module - Architecture: extend
Game, createMainMenuScreen+GameplayScreen, use Scene2D for UI and Ashley for entities - Assets: pack sprites into
TextureAtlas(2048x2048 POT), load viaAssetManager, never load loose Textures per sprite - 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.setInputProcessorinshow(), never in the constructor - Memory leaks, audit static field references to Texture/AssetManager (forbidden on Android)
- Scene2D performance, set
Group.isTransform = falseon non-rotating Groups - Ashley correctness, components with collections must implement
Poolableand clear inreset()
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.
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.
- 3d ago First seen · 82 lines · 50 tokens per session scan A 0305ea82f180
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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.