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 bugrabilge/bilge-development-kit --skill game-developmentgit clone --depth 1 https://github.com/bugrabilge/bilge-development-kitWrote 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/bugrabilge/bilge-development-kit/game-development)<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.
<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>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 | $0.00034 | $0.01644 |
| Opus 5 | $0.00017 | $0.00822 |
| Sonnet 5 | $0.00007 | $0.00329 |
| Haiku 4.5 | $0.00003 | $0.00164 |
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.
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:
- Process input events
- Accumulate elapsed time
- Run fixed-step updates until caught up
- Render with interpolation factor
- 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
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.
- 5d ago First seen · 160 lines · 34 tokens per session scan A a84112c65d0d
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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.