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 DDS-Solutions/AI-TadPole-OS --skill web-gamesgit clone --depth 1 https://github.com/DDS-Solutions/AI-TadPole-OSWrote 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/dds-solutions/ai-tadpole-os/web-games)<a href="https://agentmods.dev/skills/dds-solutions/ai-tadpole-os/web-games"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/web-games/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/dds-solutions/ai-tadpole-os/web-games"><img src="https://agentmods.dev/badge/skills/dds-solutions/ai-tadpole-os/web-games.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 | $0.00020 | $0.00902 |
| Opus 5 | $0.00010 | $0.00451 |
| Sonnet 5 | $0.00004 | $0.00180 |
| Haiku 4.5 | $0.00002 | $0.00090 |
Grade A, and why
web-games 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 5d 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.
This is a copy
84% identical to web-games — 13 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
[!IMPORTANT] AI Context & Knowledge Heritage
- Subsystem: Agent Skills Registry / game-development
- Architecture:
@docs ARCHITECTURE:Documentation- Failure Path: Information drift, legacy terminology, or documentation mismatch.
- Observability: Traceability via
execution/parity_guard.py([SKILL])
Web Browser Game Development
Framework selection and browser-specific principles.
1. Framework Selection
Decision Tree
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser
│ └── Raw rendering power? → PixiJS
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
└── Hybrid / Canvas
└── Custom → Raw Canvas/WebGL
Comparison (2025)
| Framework | Type | Best For |
|---|---|---|
| Phaser 4 | 2D | Full game features |
| PixiJS 8 | 2D | Rendering, UI |
| Three.js | 3D | Visualizations, lightweight |
| Babylon.js 7 | 3D | Full engine, XR |
2. WebGPU Adoption
Browser Support (2025)
| Browser | Support |
|---|---|
| Chrome | ✅ Since v113 |
| Edge | ✅ Since v113 |
| Firefox | ✅ Since v131 |
| Safari | ✅ Since 18.0 |
| Total | ~73% global |
Decision
- New projects: Use WebGPU with WebGL fallback
- Legacy support: Start with WebGL
- Feature detection: Check
navigator.gpu
3. Performance Principles
Browser Constraints
| Constraint | Strategy |
|---|---|
| No local file access | Asset bundling, CDN |
| Tab throttling | Pause when hidden |
| Mobile data limits | Compress assets |
| Audio autoplay | Require user interaction |
Optimization Priority
- Asset compression - KTX2, Draco, WebP
- Lazy loading - Load on demand
- Object pooling - Avoid GC
- Draw call batching - Reduce state changes
- Web Workers - Offload heavy computation
4. Asset Strategy
Compression Formats
| Type | Format |
|---|---|
| Textures | KTX2 + Basis Universal |
| Audio | WebM/Opus (fallback: MP3) |
| 3D Models | glTF + Draco/Meshopt |
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.
- 5d ago First seen · 158 lines · 20 tokens per session scan A 85ccb878ebeb
web-games is a skill published in the GitHub repository DDS-Solutions/AI-TadPole-OS (8 stars, last pushed yesterday), licensed MIT. It adds 20 tokens to every session and 902 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 84% identical to web-games, differing in 13 lines, and is treated as a copy.
Other skills, from other repositories
airjam-mcp
Use when operating an Air Jam project through its first-party MCP tools for inspection, development, semantic game sessions, logs, quality gates, and releases.
controller-ui
Use when building or reviewing Air Jam controller surfaces so touch controls stay simple, readable, and game-appropriate instead of drifting into dense web-app UI patterns.
host-surface
Use when building or reviewing the Air Jam host shell so the active game surface stays full-frame, overlays stay modular, and host UI does not interfere with gameplay layout.
game-architecture
Use when creating or refactoring gameplay code in an Air Jam project and you need guidance on host vs controller vs domain boundaries, modular structure, and when to refactor before implementing.
prefab-authoring
Use when creating reusable gameplay objects or scene presets so prefabs stay declarative, configurable, and ready for future tooling such as previews and scanned catalogs.
r3f-3d-scene
Use when building or reviewing a 3D Air Jam game with React Three Fiber so scene structure, lighting, shadows, grounding, particles, and physics stay deliberate instead of becoming ad hoc Three.js chaos.