ecs-events

ecs-events is a skill for Claude Code from bullish0x/GameStudio. It costs 23 tokens per session (4,552 once invoked), scanned A, original, MIT.

An event system for ECS games, where systems send typed messages when something happens. Events let systems communicate without directly depending on one another.

In plain words
What is it for?
Use it to define event types, queue events, process them in order, and trigger reactions such as entity destruction or visual effects.
Why use it?
It reduces tight connections between game systems and helps coordinate input, animations, effects, and state changes.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is import { Health } from '../components/Health';.

Good fit Use it to define event types, queue events, process them in order, and trigger reactions such as entity destruction or visual effects.

Compare 6 skills from other repositories ↓
Install

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.

Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio
agentmods
npx agentmods add skills/bullish0x/gamestudio/ecs-events

Made for: Claude Code.

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 ecs-events

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-events/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-events/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 ecs-events

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-events"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-events.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,552 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 $0.00023 $0.04552
Opus 5 $0.00012 $0.02276
Sonnet 5 $0.00005 $0.00910
Haiku 4.5 $0.00002 $0.00455

Measured 7d ago against content hash 681233ba4a03, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ecs-events 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.

.agents/skills/ecs-events/SKILL.md · 785 lines

How it starts

The opening of the file, as written. The whole thing — 785 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECS Events

When to Use

Use this skill when:

  • Systems need to communicate without tight coupling
  • Implementing reactive game logic
  • Broadcasting state changes
  • Triggering animations or effects
  • Handling user input events
  • Coordinating between systems

Core Principles

  1. Loose Coupling: Systems don't directly reference each other
  2. Type Safety: Events are strongly typed
  3. Queue-Based: Events processed in order
  4. Frame-Delayed: Events from frame N processed in frame N+1
  5. No Return Values: Events are fire-and-forget
  6. Hierarchical: Support event bubbling and capturing

Event System Implementation

1. Event Base Classes

// events/Event.ts
export interface Event {
  readonly type: string;
  readonly timestamp: number;
  cancelled?: boolean;
}

export abstract class BaseEvent implements Event {
  readonly timestamp: number;
  cancelled = false;

  constructor() {
    this.timestamp = performance.now();
  }

  get type(): string {
    return this.constructor.name;
  }

  cancel(): void {
    this.cancelled = true;
  }
}

// Example events
export class EntityDestroyedEvent extends BaseEvent {
  constructor(public readonly entity: Entity) {
    super();
  }
}

export class CollisionEvent extends BaseEvent {
  constructor(
    public readonly entityA: Entity,
    public readonly entityB: Entity,
    public readonly point: Vector3,
    public readonly normal: Vector3
  ) {
    super();
  }
}

export class DamageEvent extends BaseEvent {
  constructor(
    public readonly target: Entity,
    public readonly source: Entity | null,
    public readonly amount: number,
    public readonly damageType: string
  ) {
    super();
  }
}

export class InputEvent extends BaseEvent {
  constructor(
    public readonly action: string,
    public readonly pressed: boolean
  ) {
    super();
  }
}

2. Event Bus

// events/EventBus.ts
type EventHandler<T extends Event> = (event: T) => void;
type EventType<T extends Event> = new (...args: any[]) => T;

export class EventBus {
  private listeners = new Map<string, Set<EventHandler<any>>>();
  private eventQueue: Event[] = [];
  private processingQueue: Event[] = [];
  private isProcessing = false;

  // Subscribe to events
  on<T extends Event>(
    eventType: EventType<T>,
    handler: EventHandler<T>
  ): () => void {
    const typeName = eventType.name;
    let handlers = this.listeners.get(typeName);

    if (!handlers) {
      handlers = new Set();
      this.listeners.set(typeName, handlers);
    }

    handlers.add(handler);

    // Return unsubscribe function
    return () => {
      const handlers = this.listeners.get(typeName);
      if (handlers) {
        handlers.delete(handler);
        if (handlers.size === 0) {
          this.listeners.delete(typeName);
        }
      }
    };
  }

  // Unsubscribe from events
  off<T extends Event>(
    eventType: EventType<T>,
    handler: EventHandler<T>
  ): void {
    const typeName = eventType.name;
    const handlers = this.listeners.get(typeName);
    if (handlers) {
      handlers.delete(handler);
      if (handlers.size === 0) {
        this.listeners.delete(typeName);
      }
    }
  }

  // Emit event (queued for next frame)
  emit<T extends Event>(event: T): void {
    if (this.isProcessing) {
      // If we're currently processing events, add to next frame's queue
      this.eventQueue.push(event);
    } else {
      this.eventQueue.push(event);
    }
  }

  // Emit event immediately (use sparingly)
  emitImmediate<T extends Event>(event: T): void {
    this.dispatchEvent(event);
  }

  // Process all queued events
  processEvents(): void {
    if (this.isProcessing) {
      console.warn('Already processing events');
      return;
    }

    // Swap queues
    this.processingQueue = this.eventQueue;
    this.eventQueue = [];
    this.isProcessing = true;

    // Process all events
    for (const event of this.processingQueue) {
      if (!event.cancelled) {
        this.dispatchEvent(event);
      }
    }

    this.processingQueue = [];
    this.isProcessing = false;
  }

  private dispatchEvent(event: Event): void {
    const handlers = this.listeners.get(event.type);
    if (handlers) {
      for (const handler of handlers) {
        handler(event);
        if (event.cancelled) break;
      }
    }
  }

  // Clear all listeners
  clear(): void {
    this.listeners.clear();
    this.eventQueue = [];
    this.processingQueue = [];
  }

  // Get statistics
  getStats(): { listeners: number; queuedEvents: number } {
    let totalListeners = 0;
    this.listeners.forEach((handlers) => {
      totalListeners += handlers.size;
    });

    return {
      listeners: totalListeners,
      queuedEvents: this.eventQueue.length,
    };
  }
}

Read the full file on GitHub · 785 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. 7d ago First seen · 785 lines · 23 tokens per session scan A 681233ba4a03

Subscribe to this mod's changes

ecs-events 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 4,552 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.

Related

Other skills, from other repositories

game-development

Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.

travisjneuman/.claude · 34 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

unity-agent-workflows

Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…

hashgraph-online/awesome-codex-plugins · 146 tokens

using-bgs-archive

Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".

hashgraph-online/awesome-codex-plugins · 75 tokens

ai-ml-development

AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.

travisjneuman/.claude · 43 tokens