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 agentmods add skills/andvolodko/html5-game-editor/implement-runtime-featurenpx skills add andvolodko/html5-game-editor --skill implement-runtime-featuregit clone --depth 1 https://github.com/andvolodko/html5-game-editorWhat 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 | $0.00055 | $0.01564 |
| Opus 5 | $0.00028 | $0.00782 |
| Sonnet 5 | $0.00011 | $0.00313 |
| Haiku 4.5 | $0.00006 | $0.00156 |
Grade A, and why
implement-runtime-feature 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 2d 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 — 121 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Implement Runtime Feature
Counterpart to .cursor/skills/implement-editor-feature/SKILL.md for work that ships in games, not the editor shell.
New Script components (defineComponent + behaviour class): use .cursor/skills/create-game-component/SKILL.md instead — do not duplicate that OOP/catalog checklist here.
New independently buildable game package: .cursor/skills/create-game/SKILL.md.
When to use this skill
- Gameplay services on
GameRuntime/ScriptRuntimeServices(audio, preload, spawn, scene change, pointer forwarding). - Runtime scene host behaviour (
ScriptHostlifecycle, tick, pause). - Shared renderer-agnostic systems in
packages/runtimeorpackages/game-components. - Input/audio/timers used by multiple scripts.
- Scene transitions and asset preload for standalone builds / Preview.
Do not use this for Inspector, docking, undo commands, or project-server routes.
Before changing code
-
Name the layer. Runtime-safe code must not import:
apps/editor,@game-editor/editor-core- React
apps/project-server- Pixi/Three from
packages/game-componentsshared scripts
-
If the feature is renderer-specific, put it in
packages/renderer-pixiorpackages/renderer-three. Games that do not use that renderer must not gain a static import (seedocs/runtime.md). -
Read only
docs/runtime.mdplus, if needed,docs/renderers.md/docs/scene-model.md. Follow.cursor/rules/core.mdcdependency direction. -
Inspect
packages/runtime/src/game-runtime.tsandpackages/game-components/src/types.ts(ScriptRuntimeServices) before adding a parallel service locator.
Implementation workflow
1. Choose the package
| Need | Package |
|---|---|
| Tick, load scene, register renderers, script host | packages/runtime (GameRuntime, ScriptHost, load-game-project.ts) |
| Service API consumed by scripts | ScriptRuntimeServices in packages/game-components/src/types.ts; implement on GameRuntime |
| Audio | packages/runtime/src/html-audio-player.ts (HTMLAudioElement; no Pixi) |
| Pointer forwarding | GameRuntime.emitNodeClick / emitNodePointerEvent; editor preview: playback-overlay-pointer.ts |
| Spawn/clone at runtime (not persisted) | script-scene-spawn.ts, script-scene-clone.ts |
| Scene I/O patches for scripts | script-scene-io.ts (transforms, Model3D playback, sprite asset) |
| Shared behaviour | packages/game-components/src/shared/ via create-game-component |
| Game-specific behaviour | games/<name>/src/components/ via create-game-component |
| Pixi/Three object mapping | pixi-runtime-nodes.ts / three-runtime-nodes.ts — never stored on SceneData |
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.
- 2d ago First seen · 121 lines · 55 tokens per session scan A 76b96875a306
implement-runtime-feature is a skill published in the GitHub repository andvolodko/html5-game-editor (5 stars, last pushed 8d ago), licensed MIT. It adds 55 tokens to every session and 1,564 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 2026-08-31.
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