game-development

game-development is a skill for Claude Code, Codex from bugrabilge/bilge-development-kit. It costs 34 tokens per session (1,644 once invoked), scanned A, original, MIT.

A guide to designing and building video games, covering how games update, display graphics, simulate physics, handle player input, and work across devices. It includes common game engines such as Unity, Godot, Unreal, Phaser, and Three.js.

In plain words
What is it for?
Use it to build game loops, physics, rendering, controls, multiplayer features, engine-based projects, and performance improvements.
Why use it?
It helps organize game systems and avoid problems such as inconsistent physics, poor performance, or input that works on only one device.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to build game loops, physics, rendering, controls, multiplayer features, engine-based projects, and performance improvements.

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Install with agentmods
npx agentmods add skills/bugrabilge/bilge-development-kit/game-development
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 bugrabilge/bilge-development-kit --skill game-development
Clone the repo
git clone --depth 1 https://github.com/bugrabilge/bilge-development-kit

Made for: Claude Code, Codex.

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 game-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/bugrabilge/bilge-development-kit/game-development/github.svg)](https://agentmods.dev/skills/bugrabilge/bilge-development-kit/game-development)
Your own site
<a href="https://agentmods.dev/skills/bugrabilge/bilge-development-kit/game-development"><img src="https://agentmods.dev/badge/skills/bugrabilge/bilge-development-kit/game-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.

agentmods 80×15 button for game-development

Your own site · 80×15
<a href="https://agentmods.dev/skills/bugrabilge/bilge-development-kit/game-development"><img src="https://agentmods.dev/badge/skills/bugrabilge/bilge-development-kit/game-development.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,644 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 $0.00034 $0.01644
Opus 5 $0.00017 $0.00822
Sonnet 5 $0.00007 $0.00329
Haiku 4.5 $0.00003 $0.00164

Measured 5d ago against content hash a84112c65d0d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

game-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 5d 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.

skills/game-development/SKILL.md · 160 lines

How it starts

The opening of the file, as written. The whole thing — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development

"A game is a series of interesting choices." -- Sid Meier

When to Use

  • Designing or implementing game architecture and systems
  • Building game loops, physics simulations, or rendering pipelines
  • Handling player input across platforms (keyboard, mouse, gamepad, touch)
  • Choosing or working with game engines (Unity, Godot, Unreal, Phaser, Three.js)
  • Implementing common game patterns like ECS, state machines, or scene graphs
  • Optimizing game performance (frame rate, memory, draw calls)
  • Building multiplayer or networked game systems

Core Architecture Patterns

The Game Loop

Every game revolves around a loop that processes input, updates state, and renders output. The loop must maintain consistent timing regardless of hardware speed.

Fixed timestep with interpolation is the gold standard:

  • Physics and game logic run at a fixed rate (e.g., 60 updates/sec)
  • Rendering runs as fast as possible, interpolating between states
  • This prevents physics glitches on fast or slow hardware

Key loop structure:

  1. Process input events
  2. Accumulate elapsed time
  3. Run fixed-step updates until caught up
  4. Render with interpolation factor
  5. Present frame

Entity-Component-System (ECS)

Prefer composition over inheritance for game objects:

  • Entities are just IDs (integers or UUIDs)
  • Components are pure data (Position, Velocity, Sprite, Health)
  • Systems operate on entities that have specific component combinations
  • ECS gives cache-friendly iteration and easy extensibility
  • Unity DOTS, Bevy (Rust), and Godot 4 all support ECS patterns

Scene Graph and Spatial Organization

  • Use hierarchical transforms for parent-child relationships (e.g., weapon attached to character)
  • Implement spatial partitioning for collision and rendering: quad-trees (2D), octrees (3D), spatial hashing
  • Keep the logical game world separate from the visual representation

Physics and Collision

2D Physics Essentials

  • Use AABB (Axis-Aligned Bounding Box) for broad-phase collision
  • SAT (Separating Axis Theorem) for precise polygon collision
  • Apply forces and impulses, not direct position manipulation
  • Always use fixed timestep for physics to avoid tunneling

Read the full file on GitHub · 160 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. 5d ago First seen · 160 lines · 34 tokens per session scan A a84112c65d0d

Subscribe to this mod's changes

game-development is a skill published in the GitHub repository bugrabilge/bilge-development-kit (10 stars, last pushed 4mo ago), licensed MIT. It adds 34 tokens to every session and 1,644 once invoked, about $0.0002 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 2026-09-03.