game-arch-patterns

game-arch-patterns is a skill for Claude Code from HermeticOrmus/claude-code-game-development. It costs 66 tokens per session (1,830 once invoked), scanned A, original, MIT.

A collection of code patterns for organising a game, including a fixed-rate game loop, an event bus, entity-component-style composition, reusable data resources, shared services, and game-state stacks.

In plain words
What is it for?
Use it when starting a game's core structure or cleaning up a growing one, especially for update loops, events, shared data, services, and menus or gameplay states.
Why use it?
It offers concrete structures for keeping game logic predictable and reducing tangled dependencies as a project grows. A fixed-rate loop, for example, runs physics with consistent time steps rather than tying it directly to drawing speed.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-architecture plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it when starting a game's core structure or cleaning up a growing one, especially for update loops, events, shared data, services, and menus or gameplay states.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hermeticormus/claude-code-game-development/game-arch-patterns
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 HermeticOrmus/claude-code-game-development --skill game-arch-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-development

Made for: Claude Code.

Or install game-architecture, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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 game-arch-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/game-arch-patterns/github.svg)](https://agentmods.dev/skills/hermeticormus/claude-code-game-development/game-arch-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/game-arch-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/game-arch-patterns/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 game-arch-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/game-arch-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/game-arch-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,830 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.
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 $0.00066 $0.01830
Opus 5.5 $0.00026 $0.00732
Sonnet 5.5 $0.00013 $0.00366
Haiku 4.5 $0.00007 $0.00183

Measured 15d ago against content hash 5dfda6ac58ea, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-arch-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 15d 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.

plugins/game-architecture/skills/game-arch-patterns/SKILL.md · 217 lines

How it starts

The opening of the file, as written. The whole thing — 217 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Architecture Patterns

Fixed Timestep Game Loop with Accumulator

# Fixed physics timestep decoupled from variable render rate
# Based on Glenn Fiedler's "Fix Your Timestep!" (2004)
class_name GameLoop extends Node
const PHYSICS_DELTA: float = 1.0 / 60.0  # Fixed 60Hz physics
const MAX_DELTA: float = 0.25            # Spiral-of-death prevention

var _accumulator: float = 0.0
var _previous_time: float = 0.0
var _alpha: float = 0.0  # Interpolation factor for rendering

func _ready() -> void:
    _previous_time = Time.get_ticks_msec() / 1000.0

func _process(_delta: float) -> void:
    var current_time := Time.get_ticks_msec() / 1000.0
    var frame_time := min(current_time - _previous_time, MAX_DELTA)
    _previous_time = current_time
    _accumulator += frame_time

    # Fixed timestep physics integration
    while _accumulator >= PHYSICS_DELTA:
        _physics_step(PHYSICS_DELTA)
        _accumulator -= PHYSICS_DELTA

    # Render interpolation between previous and current state
    _alpha = _accumulator / PHYSICS_DELTA
    _render(_alpha)

func _physics_step(delta: float) -> void:
    # Deterministic physics: same delta every time
    pass

func _render(alpha: float) -> void:
    # Interpolate render positions between previous_state and current_state
    # position = lerp(previous_position, current_position, alpha)
    pass
# Note: Godot's built-in _physics_process IS a fixed timestep loop.
# Use _physics_process for physics, _process for visual interpolation.

EventBus (Decoupled Signal System)

# Global EventBus autoload - replaces Singleton coupling
# Add as autoload: EventBus -> res://systems/event_bus.gd
class_name EventBus extends Node

# Typed event signals - define all game events here
signal player_died(player_id: int)
signal enemy_spawned(enemy: Node, position: Vector3)
signal item_collected(item_id: StringName, player_id: int)
signal level_completed(level_id: int, score: int)
signal health_changed(entity_id: int, old_health: float, new_health: float)
signal game_state_changed(old_state: int, new_state: int)

# Usage from any script (no direct reference needed):
# EventBus.player_died.emit(player.id)
# EventBus.player_died.connect(_on_player_died)

Read the full file on GitHub · 217 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. 15d ago First seen · 217 lines · 66 tokens per session scan A 5dfda6ac58ea

Subscribe to this mod's changes

game-arch-patterns is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 66 tokens to every session and 1,830 once invoked, about $0.0003 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 2026-10-01.

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