Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/bullish0x/GameStudionpx agentmods add skills/bullish0x/gamestudio/ecs-component-patternsWrote 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/bullish0x/gamestudio/ecs-component-patterns)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-component-patterns"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-component-patterns/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/bullish0x/gamestudio/ecs-component-patterns"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-component-patterns.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 | $0.00023 | $0.03219 |
| Opus 5 | $0.00012 | $0.01610 |
| Sonnet 5 | $0.00005 | $0.00644 |
| Haiku 4.5 | $0.00002 | $0.00322 |
Grade A, and why
ecs-component-patterns 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 7d 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 — 576 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECS Component Patterns
When to Use
Use this skill when:
- Designing components for game entities
- Optimizing component memory layout
- Implementing special component types
- Managing shared game data
- Creating reusable component libraries
Core Principles
- Data-Only Components: No logic, only data
- Small Components: Single responsibility principle
- Composition: Combine simple components for complex behavior
- Tag Components: Empty components as flags
- Shared Data: Singleton components for global state
- Type Safety: TypeScript for all component definitions
Implementation
1. Basic Component Types
// components/Transform.ts
import { Component } from '../core/Component';
export class Transform implements Component {
constructor(
public x: number = 0,
public y: number = 0,
public z: number = 0,
public rotationX: number = 0,
public rotationY: number = 0,
public rotationZ: number = 0,
public scaleX: number = 1,
public scaleY: number = 1,
public scaleZ: number = 1
) {}
setPosition(x: number, y: number, z: number): this {
this.x = x;
this.y = y;
this.z = z;
return this;
}
setRotation(x: number, y: number, z: number): this {
this.rotationX = x;
this.rotationY = y;
this.rotationZ = z;
return this;
}
setScale(x: number, y: number, z: number): this {
this.scaleX = x;
this.scaleY = y;
this.scaleZ = z;
return this;
}
clone(): Transform {
return new Transform(
this.x, this.y, this.z,
this.rotationX, this.rotationY, this.rotationZ,
this.scaleX, this.scaleY, this.scaleZ
);
}
}
// components/Velocity.ts
export class Velocity implements Component {
constructor(
public vx: number = 0,
public vy: number = 0,
public vz: number = 0
) {}
get magnitude(): number {
return Math.sqrt(this.vx * this.vx + this.vy * this.vy + this.vz * this.vz);
}
set(x: number, y: number, z: number): this {
this.vx = x;
this.vy = y;
this.vz = z;
return this;
}
add(x: number, y: number, z: number): this {
this.vx += x;
this.vy += y;
this.vz += z;
return this;
}
scale(factor: number): this {
this.vx *= factor;
this.vy *= factor;
this.vz *= factor;
return this;
}
normalize(): this {
const mag = this.magnitude;
if (mag > 0) {
this.scale(1 / mag);
}
return this;
}
}
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.
- 7d ago First seen · 576 lines · 23 tokens per session scan A 4648d847b8d6
ecs-component-patterns is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 23 tokens to every session and 3,219 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 2026-09-03.
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