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/godot-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill godot-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/godot-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/godot-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/godot-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 | $0.01973 |
| Opus 5 | $0.00000 | $0.00986 |
| Sonnet 5 | $0.00000 | $0.00395 |
| Haiku 4.5 | $0.00000 | $0.00197 |
Grade A, and why
godot-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 — 253 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Patterns
Typed GDScript Class Structure
class_name PlayerCharacter extends CharacterBody3D
## Player character controller with movement and combat.
## Requires: CollisionShape3D child, AnimationTree child
signal died
signal health_changed(old_health: float, new_health: float)
const SPEED: float = 6.0
const JUMP_VELOCITY: float = 5.5
const GRAVITY: float = 9.8
@export var max_health: float = 100.0
@export var weapon_data: WeaponData # Resource reference
@onready var animation_tree: AnimationTree = $AnimationTree
@onready var weapon_pivot: Node3D = $WeaponPivot
@onready var health_bar: ProgressBar = %HealthBar # % = unique name shortcut
var _current_health: float
var _is_dead: bool = false
func _ready() -> void:
_current_health = max_health
animation_tree.active = true
func _physics_process(delta: float) -> void:
if _is_dead:
return
_handle_gravity(delta)
_handle_movement()
move_and_slide()
func take_damage(amount: float) -> void:
if _is_dead:
return
var old_health := _current_health
_current_health = maxf(0.0, _current_health - amount)
health_changed.emit(old_health, _current_health)
if _current_health <= 0.0:
_die()
func _die() -> void:
_is_dead = true
set_physics_process(false) # Stop physics checks, cheaper than bool guard
died.emit()
func _handle_gravity(delta: float) -> void:
if not is_on_floor():
velocity.y -= GRAVITY * delta
func _handle_movement() -> void:
var input_dir := Input.get_vector(
&"move_left", &"move_right", &"move_forward", &"move_back"
)
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
Scene Inheritance Pattern
# Base scene: Enemy.tscn with Enemy.gd
class_name Enemy extends CharacterBody3D
@export var move_speed: float = 3.0
@export var health: float = 50.0
func _ready() -> void:
_setup()
func _setup() -> void:
pass # Override in subclasses
func attack(target: Node3D) -> void:
pass # Override in subclasses
# Inherited scene: GoblinEnemy.tscn extends Enemy.tscn
class_name GoblinEnemy extends Enemy
func _setup() -> void:
move_speed = 4.0 # Goblins are faster
health = 30.0
func attack(target: Node3D) -> void:
# Goblin-specific attack logic
pass
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 · 253 lines · 0 tokens per session scan A c4aa760a67cf
godot-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 1,973 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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