ecs-system-patterns

ecs-system-patterns is a skill for Claude Code from bullish0x/GameStudio. It costs 23 tokens per session (3,500 once invoked), scanned A, original, MIT.

A set of patterns for organizing ECS systems, which are modules that update game state. It covers systems that run every frame, on events, at intervals, or in a chosen order.

In plain words
What is it for?
Use it to build movement, input, animation, and other game-logic systems with clear responsibilities and controlled scheduling.
Why use it?
It helps keep game logic modular and makes system dependencies, execution order, and performance easier to manage.

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 { Entity } from '../core/Entity';.

Good fit Use it to build movement, input, animation, and other game-logic systems with clear responsibilities and controlled scheduling.

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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-system-patterns

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,500 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 $0.03500
Opus 5 $0.00012 $0.01750
Sonnet 5 $0.00005 $0.00700
Haiku 4.5 $0.00002 $0.00350

Measured 7d ago against content hash 53f55ebe69d0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ecs-system-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.

.agents/skills/ecs-system-patterns/SKILL.md · 604 lines

How it starts

The opening of the file, as written. The whole thing — 604 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECS System Patterns

When to Use

Use this skill when:

  • Implementing game logic systems
  • Designing system execution order
  • Optimizing system performance
  • Creating reactive or event-driven systems
  • Managing system dependencies
  • Building modular game mechanics

Core Principles

  1. Single Responsibility: Each system does one thing well
  2. Component-Driven: Systems operate on components, not entities directly
  3. Stateless When Possible: Systems should be stateless or minimally stateful
  4. Efficient Queries: Cache queries and iterate efficiently
  5. Priority-Based Execution: Control system execution order
  6. Performance-Aware: Profile and optimize hot paths

System Types

1. Update Systems (Every Frame)

// systems/UpdateSystemBase.ts
import { Entity } from '../core/Entity';
import { World } from '../core/World';

export interface System {
  priority: number;
  enabled: boolean;
  update(world: World, deltaTime: number): void;
  cleanup?(): void;
}

export abstract class UpdateSystem implements System {
  public priority = 0;
  public enabled = true;

  abstract update(world: World, deltaTime: number): void;

  cleanup?(): void {
    // Override if needed
  }
}

// Example: Movement system
import { Transform } from '../components/Transform';
import { Velocity } from '../components/Velocity';

export class MovementSystem extends UpdateSystem {
  priority = 10; // Run early

  update(world: World, deltaTime: number): void {
    const entities = world.query<[Transform, Velocity]>([Transform, Velocity]);

    for (const entity of entities) {
      const [transform, velocity] = entity.getComponents(Transform, Velocity);

      transform.position.x += velocity.x * deltaTime;
      transform.position.y += velocity.y * deltaTime;
      transform.position.z += velocity.z * deltaTime;

      // Apply drag
      velocity.x *= 0.98;
      velocity.y *= 0.98;
      velocity.z *= 0.98;
    }
  }
}

2. Reactive Systems (Event-Driven)

Read the full file on GitHub · 604 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 · 604 lines · 23 tokens per session scan A 53f55ebe69d0

Subscribe to this mod's changes

ecs-system-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 3,500 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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