domain-gamedev

domain-gamedev is a skill for Claude Code from AxGord/claude-workflow. It costs 12 tokens per session (5,322 once invoked), scanned A, original, MIT.

Reference guidance about common game-development problems involving floating-point precision and deterministic physics.

In plain words
What is it for?
Use it when working on game-world coordinates, physics calculations, deterministic replays, floating-point limits, or engine unit conversions.
Why use it?
It explains how large world coordinates, rounding, hardware, external libraries, and build settings can cause movement, physics, or replay differences.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the workflow plugin — 28 skills, 2 hooks, 1 MCP server shipped together

Good fit Use it when working on game-world coordinates, physics calculations, deterministic replays, floating-point limits, or engine unit conversions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/axgord/claude-workflow/domain-gamedev
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 AxGord/claude-workflow --skill domain-gamedev
Clone the repo
git clone --depth 1 https://github.com/AxGord/claude-workflow

Made for: Claude Code.

Or install workflow, the plugin that ships this one along with the rest of its 28 skills, 2 hooks, 1 MCP server.

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 domain-gamedev

README.md
[![agentmods](https://agentmods.dev/badge/skills/axgord/claude-workflow/domain-gamedev/github.svg)](https://agentmods.dev/skills/axgord/claude-workflow/domain-gamedev)
Your own site
<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.

agentmods 80×15 button for domain-gamedev

Your own site · 80×15
<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>
Per session 12 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,322 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 $0.00012 $0.05322
Opus 5 $0.00006 $0.02661
Sonnet 5 $0.00002 $0.01064
Haiku 4.5 $0.00001 $0.00532

Measured 12d ago against content hash 1fab7a3c0163, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

templates/skills/domain-gamedev/SKILL.md · 252 lines

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)

Read the full file on GitHub · 252 lines

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. 12d ago First seen · 252 lines · 12 tokens per session scan A 1fab7a3c0163

Subscribe to this mod's changes

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.

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