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.
npx skills add cruzs85/opencode-multiagente-local-37-iterations --skill game-loop-patternsgit clone --depth 1 https://github.com/cruzs85/opencode-multiagente-local-37-iterationsWrote 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/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns)<a href="https://agentmods.dev/skills/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns"><img src="https://agentmods.dev/badge/skills/cruzs85/opencode-multiagente-local-37-iterations/game-loop-patterns.svg" alt="Measured on agentmods" 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 | $0.00000 | $0.00917 |
| Opus 5 | $0.00000 | $0.00458 |
| Sonnet 5 | $0.00000 | $0.00183 |
| Haiku 4.5 | $0.00000 | $0.00092 |
Grade A, and why
game-loop-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 — 106 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SKILL: game-loop-patterns
Propósito
Establecer patrones correctos para bucles de juegos en Angular con Canvas, evitando errores de timing, coordenadas y física.
¿Cuándo usarla?
Siempre que un proyecto implemente un game loop con requestAnimationFrame, canvas o lógica de tiempo real.
Reglas de Timing
Regla 1: deltaTime es OBLIGATORIO
El game loop DEBE calcular y usar deltaTime para todas las actualizaciones:
private gameLoop(timestamp: number): void {
if (this.lastTime === 0) this.lastTime = timestamp;
const deltaTime = (timestamp - this.lastTime) / 16.67;
this.lastTime = timestamp;
if (estado === 'playing') {
servicio.updateGameLoop(deltaTime);
}
this.render();
this.animationFrameId = requestAnimationFrame(t => this.gameLoop(t));
}
Regla 2: deltaTime DEBE pasarse a los métodos de actualización
❌ updateGameLoop() — sin parámetros (asume 60fps)
✅ updateGameLoop(deltaTime: number) — frame-rate independent
Regla 3: Incremento de score
❌ score += 1 (cada frame = 60 puntos/segundo — irreal)
✅ score += 0.15 * deltaTime (~9 puntos/segundo como el juego de Chrome)
Regla 4: Incremento de velocidad
❌ speed += 0.5 (cada frame = +30/segundo — injugable en 2 segundos)
✅ speed += 0.008 * deltaTime (~+0.48/segundo, con máximo 20)
Regla 5: Generación de obstáculos
❌ Generar obstáculos sin control de distancia ✅ Solo generar si el último obstáculo está lo suficientemente lejos:
const lastObstacle = obstacles[obstacles.length - 1];
const shouldGenerate = !lastObstacle || lastObstacle.x < 600;
if (shouldGenerate && Math.random() < 0.02) {
this.addObstacle();
}
Reglas de Canvas
Regla 6: Dimensiones del canvas
SIEMPRE establecer width y height explícitamente:
canvas.width = 800;
canvas.height = 200;
Regla 7: Coordenadas Y en Canvas
En el sistema de coordenadas del canvas, y representa la PARTE SUPERIOR de las figuras.
Para posicionar un elemento SOBRE el suelo:
// Correcto: la BASE del dino toca el suelo
dino.y = groundY - dino.height; // ej: 150 - 50 = 100
// El dino ocupa de y=100 a y=150, el suelo está en y=150
// Incorrecto: el dino aparece DEBAJO del suelo
dino.y = groundY; // ej: 150 — el dino va de y=150 a y=200
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 · 106 lines · 0 tokens per session scan A e37cb1ad676a
game-loop-patterns is a skill published in the GitHub repository cruzs85/opencode-multiagente-local-37-iterations (5 stars, last pushed 1mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 917 tokens. 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 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.