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/netcode-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill netcode-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWhat 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 | $0.01994 |
| Opus 5 | $0.00000 | $0.00997 |
| Sonnet 5 | $0.00000 | $0.00399 |
| Haiku 4.5 | $0.00000 | $0.00199 |
Grade A, and why
netcode-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 2d 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 — 235 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Netcode Patterns
Godot MultiplayerSynchronizer Setup
# Authoritative multiplayer character with MultiplayerSynchronizer
class_name NetworkedPlayer extends CharacterBody3D
@export var player_id: int = 0
# MultiplayerSynchronizer synchronizes these properties
# Configure in the Inspector on the MultiplayerSynchronizer node:
# position: unreliable, always (smooth movement)
# velocity: unreliable, always
# health: reliable, on_change (critical state)
# current_animation: reliable, on_change
@onready var sync: MultiplayerSynchronizer = $MultiplayerSynchronizer
func _ready() -> void:
# Only process input for our own character
set_physics_process(is_multiplayer_authority())
func _physics_process(delta: float) -> void:
# Only runs on authority (local player or server)
var input_dir := Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
velocity.x = input_dir.x * 6.0
velocity.z = input_dir.y * 6.0
if not is_on_floor():
velocity.y -= 9.8 * delta
move_and_slide()
# MultiplayerSynchronizer broadcasts position/velocity to all peers automatically
# RPC call: client requests action, server validates and executes
@rpc("any_peer", "call_local", "reliable")
func request_attack(target_id: int) -> void:
if not is_multiplayer_authority():
return # Only server processes this
var target := get_node_or_null("/root/Game/Players/%d" % target_id)
if target and _is_valid_target(target):
_apply_damage.rpc(target_id, 10.0)
@rpc("authority", "call_local", "reliable")
func _apply_damage(target_id: int, amount: float) -> void:
# Called on all clients from server authority
if multiplayer.get_unique_id() == target_id:
# Apply to self
health -= amount
Client-Side Prediction with Reconciliation
class_name PredictedPlayer extends CharacterBody3D
const MAX_PREDICTION_TICKS: int = 60 # 1 second buffer at 60Hz
# Input state snapshot for rollback
class InputSnapshot:
var tick: int
var input_vector: Vector2
var jump_pressed: bool
# State snapshot for reconciliation
class StateSnapshot:
var tick: int
var position: Vector3
var velocity: Vector3
var _pending_inputs: Array[InputSnapshot] = []
var _predicted_states: Array[StateSnapshot] = []
var _last_confirmed_tick: int = 0
func _physics_process(delta: float) -> void:
var input := InputSnapshot.new()
input.tick = multiplayer.get_remote_sender_id() # Use tick counter
input.input_vector = Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
input.jump_pressed = Input.is_action_just_pressed(&"jump")
# Apply locally (prediction)
_apply_input(input, delta)
# Send to server
_send_input_to_server.rpc_id(1, input.tick, input.input_vector, input.jump_pressed)
# Store for reconciliation
var state := StateSnapshot.new()
state.tick = input.tick
state.position = global_position
state.velocity = velocity
_predicted_states.append(state)
_pending_inputs.append(input)
# Trim old predictions
while _predicted_states.size() > MAX_PREDICTION_TICKS:
_predicted_states.pop_front()
_pending_inputs.pop_front()
@rpc("authority", "call_local", "reliable")
func _receive_server_correction(confirmed_tick: int, server_position: Vector3, server_velocity: Vector3) -> void:
# Find matching predicted state
var mismatch_threshold := 0.1 # meters
var predicted_state: StateSnapshot = null
for state in _predicted_states:
if state.tick == confirmed_tick:
predicted_state = state
break
if not predicted_state:
return
if predicted_state.position.distance_to(server_position) > mismatch_threshold:
# Reconciliation: rollback and re-simulate from confirmed state
global_position = server_position
velocity = server_velocity
# Re-apply all unconfirmed inputs
for input in _pending_inputs:
if input.tick > confirmed_tick:
_apply_input(input, 1.0 / 60.0)
# Remove confirmed inputs
_pending_inputs = _pending_inputs.filter(func(i): return i.tick > confirmed_tick)
_predicted_states = _predicted_states.filter(func(s): return s.tick > confirmed_tick)
func _apply_input(input: InputSnapshot, delta: float) -> void:
var direction := Vector3(input.input_vector.x, 0, input.input_vector.y).normalized()
velocity.x = direction.x * 6.0
velocity.z = direction.z * 6.0
if not is_on_floor():
velocity.y -= 9.8 * delta
move_and_slide()
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.
- 2d ago First seen · 235 lines · 0 tokens per session scan A c1c275746fed
netcode-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 1,994 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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