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 skills add jxoesneon/Ciel --skill godot-enginegit clone --depth 1 https://github.com/jxoesneon/CielWrote 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/jxoesneon/ciel/godot-engine)<a href="https://agentmods.dev/skills/jxoesneon/ciel/godot-engine"><img src="https://agentmods.dev/badge/skills/jxoesneon/ciel/godot-engine/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/jxoesneon/ciel/godot-engine"><img src="https://agentmods.dev/badge/skills/jxoesneon/ciel/godot-engine.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00036 | $0.01316 |
| Opus 5 | $0.00018 | $0.00658 |
| Sonnet 5 | $0.00007 | $0.00263 |
| Haiku 4.5 | $0.00004 | $0.00132 |
Grade A, and why
godot-engine 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 8d 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 — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.
CIEL ADAPTATION: Godot 4.x Engine Expertise
Advisory framework for Godot 4.x enterprise game development. Provides architectural patterns, rendering strategy, scripting conventions, and physics guidance. Design-only — no execution; Ciel's runtime gates handle any build/run operations.
Core Architecture & Node Hierarchy
- Decoupled scenes: Self-contained scenes; avoid
get_node("../../../"). Inject references from high-level managers via_ready(). - Data-Oriented escape hatch: For 1000s of entities, bypass SceneTree via Godot Servers (
RenderingServer,PhysicsServer3D) using RIDs. - Composition > inheritance: Single-purpose node components (
HealthComponent,HitboxComponent). Rule: "Call Down, Signal Up". - Minimize Autoloads: Over-reliance creates God objects. Store persistent state in
.tresResource files (reference-counted, serializable). - Event Bus: Dedicated Autoload holding only signals to decouple systems (Observer pattern).
Rendering (Forward+ Pipeline)
- GI selection: SDFGI for open worlds (+ SSIL micro-detail); VoxelGI for indoor (bake to
.res); LightmapGI for static (zero runtime cost). - Volumetric fog: Lower froxel buffer resolution; use localized
FogVolumenodes over global flooding; Alpha Scissor on semi-transparent objects. - Materials: Standardize on ORM-packed textures; enable Physical Light Units; TAA for specular aliasing.
- Compute: Keep results on GPU in
StorageBuffers(avoidbuffer_get_datareadbacks). - Draw calls:
MultiMeshInstance3Dfor repeated objects (foliage, crowds); manual Visibility Ranges for LOD swaps. - Occlusion: Enable Raster Occlusion Culling; use simplified baked blocker meshes as
OccluderInstance3D, never render meshes.
Scripting (GDScript 2.0)
- Static typing: Enforce
:=and-> Type; elevateUnsafe Property Accesswarnings toError. - Lambdas: Avoid defining lambdas inside hot paths (
_process) — they allocate memory. - FSM:
StateMachineparent orchestrating childStatenodes; transitions listen to state signals, keeping states isolated.
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.
- 8d ago First seen · 78 lines · 36 tokens per session scan A 034fc41bd9d2
godot-engine is a skill published in the GitHub repository jxoesneon/Ciel (1 stars, last pushed 4d ago), licensed Apache-2.0. It adds 36 tokens to every session and 1,316 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 2026-09-03.
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