game-arch-patterns

game-arch-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,757 once invoked), scanned A, original, MIT.

A guide to structuring game code with a fixed-timestep loop, which updates physics at a steady rate even when drawing speed changes, and an event bus for sending signals between parts of a game.

In plain words
What is it for?
Use it to separate physics updates from rendering, interpolate visuals between updates, limit unusually large time steps, and send decoupled game events.
Why use it?
It helps make physics behaviour more consistent across different frame rates. The event bus reduces direct dependencies between systems that need to communicate.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/game-arch-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-arch-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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agentmods badge for game-arch-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-arch-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-arch-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-arch-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-arch-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,757 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01757
Opus 5 $0.00000 $0.00879
Sonnet 5 $0.00000 $0.00351
Haiku 4.5 $0.00000 $0.00176

Measured 5d ago against content hash ed9b71eb3f61, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 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.

plugins/game-architecture/skills/game-arch-patterns/SKILL.md · 212 lines

How it starts

The opening of the file, as written. The whole thing — 212 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 · 212 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. 5d ago First seen · 212 lines · 0 tokens per session scan A ed9b71eb3f61

Subscribe to this mod's changes

game-arch-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,757 tokens. 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 2026-08-31.

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