ebitengineer

ebitengineer is a skill for Claude Code, Codex from danicat/skills. It costs 91 tokens per session (2,432 once invoked), scanned A, original, Apache-2.0.

A set of engineering guidance for building 2D games in Go with Ebitengine, a game-development library. It covers code structure, game states, drawing, physics, audio, touch controls, and WebAssembly.

In plain words
What is it for?
Use it when designing or implementing an Ebitengine game, optimizing drawing and timing, supporting browser builds, or testing Go game components.
Why use it?
It provides patterns for organizing a game and handling common engine-specific concerns consistently.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it when designing or implementing an Ebitengine game, optimizing drawing and timing, supporting browser builds, or testing Go game components.

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Install with agentmods
npx agentmods add skills/danicat/skills/ebitengineer
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 danicat/skills --skill ebitengineer
Clone the repo
git clone --depth 1 https://github.com/danicat/skills

Made for: Claude Code, Codex.

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 ebitengineer

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/danicat/skills/ebitengineer"><img src="https://agentmods.dev/badge/skills/danicat/skills/ebitengineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,432 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00091 $0.02432
Opus 5.5 $0.00036 $0.00973
Sonnet 5.5 $0.00018 $0.00486
Haiku 4.5 $0.00009 $0.00243

Measured 10d ago against content hash 7cc6ceae1abe, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ebitengineer 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 10d 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.

game-dev/ebitengineer/SKILL.md · 122 lines

How it starts

The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Ebitengine 2D Game Development Guide (ebitengineer)

Comprehensive, genre-agnostic engineering guidelines for building modular, high-performance, cross-platform 2D games (top-down, tactics, shmup, puzzle, isometric, and platformer) in Go using Ebitengine v2.


Trigger Conditions

Activate this skill whenever:

  • Designing or implementing 2D game architecture, scene flow, camera systems, or rendering pipelines in Go.
  • Working with Ebitengine interfaces (ebiten.Game), state machines, input management, audio, Kage shaders, or ebiten/v2/text/v2 typography.
  • Optimizing cycle timing, WASM audio synchronization, build-tagged save persistence, Cloud Run hosting, or writing unit tests for Go game components.

Core Architecture & Fail-Fast Engineering Rules

1. Modular Architecture (internal/)

Organize the codebase into modular subsystems under internal/. Never build monolithic single-file games.

2. Fail-Fast Asset Embedding & Validation (No Silent Fallbacks)

  • Zero-Dependency Embedding: Embed all game assets (sprites, TTF/OTF fonts, audio streams, Kage shaders) directly into the compiled Go binary using embed.FS (internal/assets).
  • No Silent Fallbacks: Never ignore errors (_ = err), never substitute dummy 1×1 fallback textures when an asset fails to decode, and never silently clamp out-of-bounds tile or frame IDs. Always fail fast and return rich fmt.Errorf diagnostics during Boot initialization.
  • Mandatory Binary Format Validation: Always validate asset files using file identification tools (file, mimetype, or http.DetectContentType in Go) during asset ingestion. Misnamed or corrupt asset files cause decoding failures or black screens on WebAssembly.

3. Premultiplied Alpha Invariant (color.RGBA vs. color.NRGBA)

  • In Go's image/color and Ebitengine, color.RGBA is alpha-premultiplied: every channel must satisfy $R \le A$, $G \le A$, $B \le A$.
  • Never construct non-premultiplied literals like color.RGBA{255, 0, 0, 100} (where $R > A$). Use valid premultiplied color.RGBA{100, 0, 0, 100} or straight-alpha color.NRGBA{255, 0, 0, 100}.

Read the full file on GitHub · 122 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. 10d ago Changed · -19 lines 7cc6ceae1abe
  2. 25d ago Changed 71e2271fe31d
  3. 1mo ago First seen · 141 lines · 91 tokens per session scan A a46fac4ab155

Subscribe to this mod's changes

ebitengineer is a skill published in the GitHub repository danicat/skills (20 stars, last pushed today), licensed Apache-2.0. It adds 91 tokens to every session and 2,432 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-08-30.

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