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 AxGord/claude-workflow --skill domain-gamedevgit clone --depth 1 https://github.com/AxGord/claude-workflowWrote 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/axgord/claude-workflow/domain-gamedev)<a href="https://agentmods.dev/skills/axgord/claude-workflow/domain-gamedev"><img src="https://agentmods.dev/badge/skills/axgord/claude-workflow/domain-gamedev/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/axgord/claude-workflow/domain-gamedev"><img src="https://agentmods.dev/badge/skills/axgord/claude-workflow/domain-gamedev.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 | $0.00012 | $0.05322 |
| Opus 5 | $0.00006 | $0.02661 |
| Sonnet 5 | $0.00002 | $0.01064 |
| Haiku 4.5 | $0.00001 | $0.00532 |
Grade A, and why
domain-gamedev 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 12d 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 — 252 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development Gotchas
See also: math skill for overflow boundaries (factorial, Fibonacci, float absorption tables).
Float32 World Precision (verified)
| Distance from origin | ULP (precision) | Effect |
|---|---|---|
| 100km | 0.78cm | Fine for most games |
| 524km (≈2^19m) | 3.1cm → 6.25cm | Unity world edge zone |
| 2,097km (2^21m) | 25cm | 5m/s @ 60fps movement ABSORBED — character stops moving |
| 8,389km (≈2^23m) | 1m | Positions snap to meter grid |
Absorption formula: movement absorbed when velocity * dt < ULP(position) / 2.
Unreal gotcha: Unreal units are CENTIMETERS, not meters — the same ULP boundaries apply per UNIT, so the metric distances above divide by 100 (e.g. 2^21 units ≈ 21km, not 2,097km).
Deterministic Physics
DLL FPU contamination: Direct3D, printer drivers, sound libraries can silently change FPU control word (precision/rounding mode) without restoring. Assert FPU state after every external call.
Debug vs release breaks replays: compiler optimization level alone changes float results even with identical source. All replay participants must use identical binary.
FMA cross-platform: fused multiply-add (one rounding) vs separate mul+add (two roundings) → different results from identical math. (The classic PowerPC-has-FMA / Intel-doesn't framing is stale — modern x86 has FMA3 since Haswell and ARM has FMA; today the divergence comes from whether the COMPILER contracts a*b+c into FMA, which varies by compiler and flags like -ffp-contract.) Cross-platform determinism requires controlling instruction selection.
x87 vs SSE: x87 uses 80-bit extended precision internally → double rounding when storing to 64-bit. SSE uses exact 32/64-bit → more predictable. But SSE FTZ/DAZ modes may differ across platforms.
Fixed iteration count: physics solvers that iterate fewer times on faster CPUs break determinism. Iteration count must be fixed per timestep.
CCD Threshold (verified)
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.
- 12d ago First seen · 252 lines · 12 tokens per session scan A 1fab7a3c0163
domain-gamedev is a skill published in the GitHub repository AxGord/claude-workflow (5 stars, last pushed 1mo ago), licensed MIT. It adds 12 tokens to every session and 5,322 once invoked, about $0.0001 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.
Other skills, from other repositories
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How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
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Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.