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 boshi-xixixi/TraeSkill --skill game-enginegit clone --depth 1 https://github.com/boshi-xixixi/TraeSkillWrote 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/boshi-xixixi/traeskill/game-engine)<a href="https://agentmods.dev/skills/boshi-xixixi/traeskill/game-engine"><img src="https://agentmods.dev/badge/skills/boshi-xixixi/traeskill/game-engine/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/boshi-xixixi/traeskill/game-engine"><img src="https://agentmods.dev/badge/skills/boshi-xixixi/traeskill/game-engine.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 | $0.00095 | $0.01434 |
| Opus 5.5 | $0.00038 | $0.00574 |
| Sonnet 5.5 | $0.00019 | $0.00287 |
| Haiku 4.5 | $0.00010 | $0.00143 |
Grade A, and why
game-engine 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 1mo 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 — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Engine Skill
Build web-based games and game engines using HTML5 Canvas, WebGL, and JavaScript. This skill includes starter templates, reference documentation, and step-by-step workflows for 2D and 3D game development with frameworks such as Phaser, Three.js, Babylon.js, and A-Frame.
When to Use This Skill
- Building a game engine or game from scratch using web technologies
- Implementing game loops, physics, collision detection, or rendering
- Working with HTML5 Canvas, WebGL, or SVG for game graphics
- Adding game controls (keyboard, mouse, touch, gamepad)
- Creating 2D platformers, breakout-style games, maze games, or 3D experiences
- Working with tilemaps, sprites, or animations
- Adding audio to web games
- Implementing multiplayer features with WebRTC or WebSockets
- Optimizing game performance
- Publishing and distributing web games
Prerequisites
- Basic knowledge of HTML, CSS, and JavaScript
- A modern web browser with Canvas/WebGL support
- A text editor or IDE
- Optional: Node.js for build tooling and local development servers
Core Concepts
The following concepts form the foundation of every web-based game engine.
Game Loop
Every game engine revolves around the game loop -- a continuous cycle of:
- Process Input - Read keyboard, mouse, touch, or gamepad input
- Update State - Update game object positions, physics, AI, and logic
- Render - Draw the current game state to the screen
Use requestAnimationFrame for smooth, browser-optimized rendering.
Rendering
- Canvas 2D - Best for 2D games, sprite-based rendering, and tilemaps
- WebGL - Hardware-accelerated 3D and advanced 2D rendering
- SVG - Vector-based graphics, good for UI elements
- CSS - Useful for DOM-based game elements and transitions
Physics and Collision Detection
- 2D Collision Detection - AABB, circle, and SAT-based collision
- 3D Collision Detection - Bounding box, bounding sphere, and raycasting
- Velocity and Acceleration - Basic Newtonian physics for movement
- Gravity - Constant downward acceleration for platformers
What ships with it
14 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.
- assets/2d-maze-game.md 13 KB
- assets/2d-platform-game.md 58 KB
- assets/gameBase-template-repo.md 9.9 KB
- assets/paddle-game-template.md 38 KB
- assets/simple-2d-engine.md 14 KB
- references/3d-web-games.md 24 KB
- references/algorithms.md 24 KB
- references/basics.md 11 KB
- references/game-control-mechanisms.md 19 KB
- references/game-engine-core-principles.md 22 KB
- references/game-publishing.md 14 KB
- references/techniques.md 27 KB
- references/terminology.md 19 KB
- references/web-apis.md 51 KB
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.
- 1mo ago First seen · 140 lines · 95 tokens per session scan A af6d0628e806
game-engine is a skill published in the GitHub repository boshi-xixixi/TraeSkill (278 stars, last pushed 5mo ago), licensed MIT. It adds 95 tokens to every session and 1,434 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-09-03.
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cocos-creator-bundle
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cocos-creator-drawcall
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cocos-creator-ui-list
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cocos-creator
A set of guidelines for writing Cocos Creator game components in TypeScript. Cocos Creator is a game engine where scenes contain nodes, components, prefabs, events, and managed resources.