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/ivanshtokov/copilot-kit/game-developmentnpx skills add ivanshtokov/copilot-kit --skill game-developmentgit clone --depth 1 https://github.com/ivanshtokov/copilot-kitWrote 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/ivanshtokov/copilot-kit/game-development)<a href="https://agentmods.dev/skills/ivanshtokov/copilot-kit/game-development"><img src="https://agentmods.dev/badge/skills/ivanshtokov/copilot-kit/game-development.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 | $0.00049 | $0.01240 |
| Opus 5 | $0.00024 | $0.00620 |
| Sonnet 5 | $0.00010 | $0.00248 |
| Haiku 4.5 | $0.00005 | $0.00124 |
Grade A, and why
game-development 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 3d 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 — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development
Orchestrator skill that provides core principles and routes to specialized references.
When to Use This Skill
You are working on a game development project. This skill teaches the PRINCIPLES of game development and directs you to the right reference based on context.
Reference Files
Platform-Specific
| If the game targets... | Load Reference |
|---|---|
| Web browsers (HTML5, WebGL) | web-games |
| Mobile (iOS, Android) | mobile-games |
| PC (Steam, Desktop) | pc-games |
| VR/AR headsets | vr-ar |
Dimension-Specific
| If the game is... | Load Reference |
|---|---|
| 2D (sprites, tilemaps) | 2d-games |
| 3D (meshes, shaders) | 3d-games |
Specialty Areas
| If you need... | Load Reference |
|---|---|
| GDD, balancing, player psychology | game-design |
| Multiplayer, networking | multiplayer |
| Visual style, asset pipeline, animation | game-art |
| Sound design, music, adaptive audio | game-audio |
Core Principles (All Platforms)
1. The Game Loop
Every game, regardless of platform, follows this pattern:
INPUT → Read player actions
UPDATE → Process game logic (fixed timestep)
RENDER → Draw the frame (interpolated)
Fixed Timestep Rule:
- Physics/logic: Fixed rate (e.g., 50Hz)
- Rendering: As fast as possible
- Interpolate between states for smooth visuals
2. Pattern Selection Matrix
| Pattern | Use When | Example |
|---|---|---|
| State Machine | 3-5 discrete states | Player: Idle→Walk→Jump |
| Object Pooling | Frequent spawn/destroy | Bullets, particles |
| Observer/Events | Cross-system communication | Health→UI updates |
| ECS | Thousands of similar entities | RTS units, particles |
| Command | Undo, replay, networking | Input recording |
| Behavior Tree | Complex AI decisions | Enemy AI |
What ships with it
10 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 3d ago First seen · 167 lines · 49 tokens per session scan A 3205c79c8b3c
game-development is a skill published in the GitHub repository ivanshtokov/copilot-kit (2 stars, last pushed 7mo ago), licensed MIT. It adds 49 tokens to every session and 1,240 once invoked, about $0.0002 per session on Opus 5. 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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Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…
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