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/pc-gamesnpx skills add frogobox/frogo-sdk --skill pc-gamesgit 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/pc-games)<a href="https://agentmods.dev/skills/frogobox/frogo-sdk/pc-games"><img src="https://agentmods.dev/badge/skills/frogobox/frogo-sdk/pc-games.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 | $0.00019 | $0.00829 |
| Opus 5 | $0.00010 | $0.00415 |
| Sonnet 5 | $0.00004 | $0.00166 |
| Haiku 4.5 | $0.00002 | $0.00083 |
Grade A, and why
pc-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
81% identical to pc-games — 14 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 — 155 lines — stays where its author put it; the contents beside it link to each section on GitHub.
PC/Console Game Development
Engine selection and platform-specific principles.
1. Engine Selection
Decision Tree
What are you building?
│
├── 2D Game
│ ├── Open source important? → Godot
│ └── Large team/assets? → Unity
│
├── 3D Game
│ ├── AAA visual quality? → Unreal
│ ├── Cross-platform priority? → Unity
│ └── Indie/open source? → Godot 4
│
└── Specific Needs
├── DOTS performance? → Unity
├── Nanite/Lumen? → Unreal
└── Lightweight? → Godot
Comparison
| Factor | Unity 6 | Godot 4 | Unreal 5 |
|---|---|---|---|
| 2D | Good | Excellent | Limited |
| 3D | Good | Good | Excellent |
| Learning | Medium | Easy | Hard |
| Cost | Revenue share | Free | 5% after $1M |
| Team | Any | Solo-Medium | Medium-Large |
2. Platform Features
Steam Integration
| Feature | Purpose |
|---|---|
| Achievements | Player goals |
| Cloud Saves | Cross-device progress |
| Leaderboards | Competition |
| Workshop | User mods |
| Rich Presence | Show in-game status |
Console Requirements
| Platform | Certification |
|---|---|
| PlayStation | TRC compliance |
| Xbox | XR compliance |
| Nintendo | Lotcheck |
3. Controller Support
Input Abstraction
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
| Intensity | Use |
|---|---|
| Light | UI feedback |
| Medium | Impacts |
| Heavy | Major events |
4. Performance Optimization
Profiling First
| Engine | Tool |
|---|---|
| Unity | Profiler Window |
| Godot | Debugger → Profiler |
| Unreal | Unreal Insights |
Common Bottlenecks
| Bottleneck | Solution |
|---|---|
| Draw calls | Batching, atlases |
| GC spikes | Object pooling |
| Physics | Simpler colliders |
| Shaders | LOD shaders |
5. Engine-Specific Principles
Unity 6
- DOTS for performance-critical systems
- Burst compiler for hot paths
- Addressables for asset streaming
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 · 155 lines · 19 tokens per session scan A d62b693309d7
pc-games is a skill published in the GitHub repository frogobox/frogo-sdk (21 stars, last pushed 3d ago), licensed Apache-2.0. It adds 19 tokens to every session and 829 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 81% identical to pc-games, differing in 14 lines, and is treated as a copy.
Other skills, from other repositories
sceneview-ios
Build 3D and AR apps on Apple platforms (iOS, macOS, visionOS) with SceneViewSwift — the SwiftUI wrapper around RealityKit. Use whenever the user asks for "3D in SwiftUI", "AR with ARKit in SwiftUI", a model viewer for iOS, or any Apple-platform 3D/AR app where the dependency is the SceneViewSwift Swift Package from…
sceneview-web
Build 3D and WebXR (AR/VR) experiences in the browser with SceneView for Web — Filament.js (WebGL2/WASM) wrapped in a Kotlin/JS DSL and a plain-JavaScript API on window.sceneview. Use whenever the user asks for "3D in the browser", "a web model viewer", "WebXR AR/VR", or any browser 3D/AR app where the dependency is…
sceneview
Build 3D and AR apps with the SceneView SDK in Jetpack Compose, SwiftUI (iOS/macOS/visionOS via SceneViewSwift), Web (Filament.js), Flutter and React Native. Use whenever the user asks for "3D in Compose", "AR with ARCore in Compose", a model viewer, or any cross-platform 3D/AR app where the dependency is…
add-card
Implements new Magic: The Gathering cards for the Argentum Engine. Use when adding a new card, the user provides one or more card names to implement, or asks to implement a specific MTG card. Several cards that reuse existing primitives can be implemented together into one PR.
add-feature
Adds a new feature or mechanic to the Argentum Engine (SDK primitive, effect, trigger, condition, static/replacement ability, server/client capability) following the project's architecture and SDK-elegance principles. Use when implementing engine/SDK/server/client functionality that isn't a single card — e.g. "add an…
verify-set
Prove a Magic set is actually finished — card-for-card complete, field-for-field faithful to Scryfall, scripts that match their oracle text, tokens that resolve the set's own art, behaviourally sound — then archive its backlog. Builds the Scryfall dump and CardFieldVerificationTest, fans the per-card DSL and token…