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-perf-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-perf-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-perf-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-perf-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-perf-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 | $0.01901 |
| Opus 5 | $0.00000 | $0.00950 |
| Sonnet 5 | $0.00000 | $0.00380 |
| Haiku 4.5 | $0.00000 | $0.00190 |
Grade A, and why
game-perf-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 — 228 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Performance Patterns
MultiMeshInstance3D for Batch Rendering
# Render thousands of identical objects with a single draw call
class_name FoliageRenderer extends Node3D
@export var mesh: Mesh
@export var count: int = 1000
@export var spread_radius: float = 50.0
@onready var multimesh_instance: MultiMeshInstance3D = $MultiMeshInstance3D
func _ready() -> void:
var multimesh := MultiMesh.new()
multimesh.mesh = mesh
multimesh.transform_format = MultiMesh.TRANSFORM_3D
multimesh.instance_count = count
for i in count:
var angle := randf() * TAU
var radius := randf() * spread_radius
var pos := Vector3(cos(angle) * radius, 0.0, sin(angle) * radius)
# Raycast to ground for terrain alignment
pos.y = _get_ground_height(pos)
var random_rotation := Basis.from_euler(Vector3(0, randf() * TAU, 0))
var random_scale := randf_range(0.8, 1.2)
multimesh.set_instance_transform(i, Transform3D(
random_rotation.scaled(Vector3.ONE * random_scale),
pos
))
multimesh_instance.multimesh = multimesh
func _get_ground_height(pos: Vector3) -> float:
var space := get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(
pos + Vector3.UP * 100.0,
pos + Vector3.DOWN * 10.0,
0b0001 # ground layer
)
var result := space.intersect_ray(query)
return result.position.y if result else 0.0
Custom Performance Monitor
# Add game-specific metrics to Godot's built-in profiler
class_name GameMetrics extends Node
var _enemy_count: int = 0
var _projectile_count: int = 0
var _active_particles: int = 0
func _ready() -> void:
# Register custom monitors (visible in Godot Profiler > Monitors)
Performance.add_custom_monitor(
"game/active_enemies",
func(): return _enemy_count
)
Performance.add_custom_monitor(
"game/active_projectiles",
func(): return _projectile_count
)
Performance.add_custom_monitor(
"game/draw_calls",
func(): return Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)
)
Performance.add_custom_monitor(
"game/physics_contacts",
func(): return Performance.get_monitor(Performance.PHYSICS_3D_COLLISION_PAIRS)
)
func update_counts(enemies: int, projectiles: int) -> void:
_enemy_count = enemies
_projectile_count = projectiles
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 · 228 lines · 0 tokens per session scan A 74e025c05b35
game-perf-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 1,901 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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