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-system-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-system-patterns)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-system-patterns"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-system-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-system-patterns"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-system-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 | $0.03500 |
| Opus 5 | $0.00012 | $0.01750 |
| Sonnet 5 | $0.00005 | $0.00700 |
| Haiku 4.5 | $0.00002 | $0.00350 |
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.
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
- Single Responsibility: Each system does one thing well
- Component-Driven: Systems operate on components, not entities directly
- Stateless When Possible: Systems should be stateless or minimally stateful
- Efficient Queries: Cache queries and iterate efficiently
- Priority-Based Execution: Control system execution order
- 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)
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 · 604 lines · 23 tokens per session scan A 53f55ebe69d0
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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