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/hermeticormus/libregamedev-claude-code/game-arch-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-arch-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/game-arch-patterns)<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>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 | $0.00000 | $0.01757 |
| Opus 5 | $0.00000 | $0.00879 |
| Sonnet 5 | $0.00000 | $0.00351 |
| Haiku 4.5 | $0.00000 | $0.00176 |
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.
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)
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 · 212 lines · 0 tokens per session scan A ed9b71eb3f61
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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