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 agentmods add skills/frogobox/frogo-sdk/game-developmentnpx skills add frogobox/frogo-sdk --skill game-developmentgit clone --depth 1 https://github.com/frogobox/frogo-sdkWrote 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/frogobox/frogo-sdk/game-development)<a href="https://agentmods.dev/skills/frogobox/frogo-sdk/game-development"><img src="https://agentmods.dev/badge/skills/frogobox/frogo-sdk/game-development.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 | $0.00079 | $0.01322 |
| Opus 5 | $0.00039 | $0.00661 |
| Sonnet 5 | $0.00016 | $0.00264 |
| Haiku 4.5 | $0.00008 | $0.00132 |
Grade A, and why
game-development 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 4d 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 — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development
Orchestrator skill — principles plus routing to specialized sub-skills.
When to Use This Skill
You are working on a game development project. This skill teaches PRINCIPLES and directs you to the right sub-skill based on context.
Sub-Skill Routing
Platform Selection
| If the game targets... | Use Sub-Skill |
|---|---|
| Web browsers (HTML5, WebGL, WebGPU) | game-development/web-games |
| Mobile (iOS, Android) | game-development/mobile-games |
| PC (Steam, Desktop) | game-development/pc-games |
| VR/AR headsets | game-development/vr-ar |
Dimension Selection
| If the game is... | Use Sub-Skill |
|---|---|
| 2D (sprites, tilemaps) | game-development/2d-games |
| 3D (meshes, shaders) | game-development/3d-games |
Architecture / tooling
| If you need... | Use Sub-Skill |
|---|---|
| Engine / framework choice, shell vs guest, fit tiers | game-development/engine-selection |
| GDD, balancing, player psychology | game-development/game-design |
| Multiplayer, networking | game-development/multiplayer |
| Visual style, asset pipeline, animation | game-development/game-art |
| Sound design, music, adaptive audio | game-development/game-audio |
Core Principles (All Platforms)
1. The Game Loop
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)
Fixed Timestep Rule:
- Physics/logic: Fixed rate (e.g., 50Hz)
- Rendering: As fast as possible
- Interpolate between states for smooth visuals
Hybrid / UI-heavy games: the outer app may be DOM/event-driven; use a classic game loop only in canvas/WebGL viewports (or wherever simulation ticks).
2. Pattern Selection Matrix
| Pattern | Use When | Example |
|---|---|---|
| State Machine | 3-5 discrete states | Player: Idle→Walk→Jump |
| Object Pooling | Frequent spawn/destroy | Bullets, particles |
| Observer/Events | Cross-system communication | Health→UI updates |
| ECS | Thousands of similar entities | RTS units, particles |
| Command | Undo, replay, networking | Input recording |
| Behavior Tree | Complex AI decisions | Enemy AI |
| Content-as-data | Designers ship levels/events without code | JSON/YAML packs |
What ships with it
11 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 4d ago First seen · 167 lines · 79 tokens per session scan A 03b945aa4da9
game-development is a skill published in the GitHub repository frogobox/frogo-sdk (21 stars, last pushed 4d ago), licensed Apache-2.0. It adds 79 tokens to every session and 1,322 once invoked, about $0.0004 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 2026-08-30.
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