ecs-serialization

ecs-serialization is a skill for Claude Code from bullish0x/GameStudio. It costs 27 tokens per session (4,671 once invoked), scanned A, original, MIT.

A guide to saving and restoring an ECS game world. Serialization turns game data into a storable or transferable format, while deserialization rebuilds it later.

In plain words
What is it for?
Use it to implement save/load systems, entity prefabs, game-state snapshots, level import/export, and network synchronization.
Why use it?
It helps preserve component data correctly across save files, network updates, level-editor exports, and schema changes.

Skill for Claude Code

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

Good fit Use it to implement save/load systems, entity prefabs, game-state snapshots, level import/export, and network synchronization.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/ecs-serialization
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 bullish0x/GameStudio --skill ecs-serialization
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

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-serialization

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-serialization"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-serialization.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,671 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 $0.00027 $0.04671
Opus 5 $0.00014 $0.02336
Sonnet 5 $0.00005 $0.00934
Haiku 4.5 $0.00003 $0.00467

Measured 7d ago against content hash f2a097d8102b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ecs-serialization 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-serialization/SKILL.md · 814 lines

How it starts

The opening of the file, as written. The whole thing — 814 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECS Serialization

When to Use

Use this skill when:

  • Implementing save/load functionality
  • Creating entity prefabs/templates
  • Network synchronization
  • Level editor export/import
  • Debugging and inspection
  • Game state snapshots

Core Principles

  1. Component-Based: Serialize components, not entities
  2. Type-Safe: Preserve component types during deserialization
  3. Efficient: Minimize serialized data size
  4. Versioned: Handle schema changes gracefully
  5. Selective: Serialize only what's needed
  6. Deterministic: Same input produces same output

Serialization System Implementation

1. Component Serialization

// core/Serializable.ts
export interface ISerializable {
  serialize(): SerializedData;
  deserialize(data: SerializedData): void;
}

export type SerializedData = Record<string, any>;

// Base serializable component
export abstract class SerializableComponent implements ISerializable {
  abstract serialize(): SerializedData;
  abstract deserialize(data: SerializedData): void;

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

// Example: Transform component
import { Vector3, Quaternion } from 'three';

export class Transform extends SerializableComponent {
  position = new Vector3();
  rotation = new Quaternion();
  scale = new Vector3(1, 1, 1);

  serialize(): SerializedData {
    return {
      position: this.position.toArray(),
      rotation: this.rotation.toArray(),
      scale: this.scale.toArray(),
    };
  }

  deserialize(data: SerializedData): void {
    if (data.position) this.position.fromArray(data.position);
    if (data.rotation) this.rotation.fromArray(data.rotation);
    if (data.scale) this.scale.fromArray(data.scale);
  }
}

// Example: Health component
export class Health extends SerializableComponent {
  current: number = 100;
  max: number = 100;
  regenRate: number = 0;

  serialize(): SerializedData {
    return {
      current: this.current,
      max: this.max,
      regenRate: this.regenRate,
    };
  }

  deserialize(data: SerializedData): void {
    this.current = data.current ?? this.current;
    this.max = data.max ?? this.max;
    this.regenRate = data.regenRate ?? this.regenRate;
  }
}

Read the full file on GitHub · 814 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 · 814 lines · 27 tokens per session scan A f2a097d8102b

Subscribe to this mod's changes

ecs-serialization is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 27 tokens to every session and 4,671 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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