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 khalilbenaz/claude-skills-collection --skill game-design-patternsgit clone --depth 1 https://github.com/khalilbenaz/claude-skills-collectionWrote 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/khalilbenaz/claude-skills-collection/game-design-patterns)<a href="https://agentmods.dev/skills/khalilbenaz/claude-skills-collection/game-design-patterns"><img src="https://agentmods.dev/badge/skills/khalilbenaz/claude-skills-collection/game-design-patterns/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/khalilbenaz/claude-skills-collection/game-design-patterns"><img src="https://agentmods.dev/badge/skills/khalilbenaz/claude-skills-collection/game-design-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00062 | $0.02376 |
| Opus 5 | $0.00031 | $0.01188 |
| Sonnet 5 | $0.00012 | $0.00475 |
| Haiku 4.5 | $0.00006 | $0.00238 |
Grade A, and why
game-design-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 9d 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 — 318 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Design Patterns
Workflow
1. Identifier le besoin avant de choisir un pattern
| Symptôme | Pattern adapté |
|---|---|
| Hiérarchies d'héritage explosives | Component / ECS |
| Stutters de rendu ou physique instable | Game Loop fixe/variable |
| Comportements personnage complexes | FSM / HSM |
| Couplage fort entre systèmes | Observer / Event Bus |
| GC spikes (bullets, ennemis) | Object Pooling |
| Besoin undo/replay/réseau | Command |
| Collisions/IA lentes sur grande map | Spatial Partitioning |
| Manager global difficile à tester | Service Locator / DI |
2. Game Loop — timestep fixe + rendu variable
Principe : physique/IA à rate fixe (50–60 Hz), rendu aussi vite que possible avec interpolation.
// C# pseudocode — double timestep classique
const float FIXED_DT = 0.02f; // 50 Hz
float accumulator = 0f;
void Update(float realDeltaTime)
{
accumulator += realDeltaTime;
while (accumulator >= FIXED_DT)
{
FixedSimulate(FIXED_DT); // physique, IA
accumulator -= FIXED_DT;
}
float alpha = accumulator / FIXED_DT; // [0,1] pour interpolation
Render(alpha);
}
Pièges :
- Ne jamais utiliser
Time.deltaTimedirectement pour la physique. - Limiter
accumulator(maxAccumulator) pour éviter la "spiral of death". - Unity : utiliser
FixedUpdatepour physique,LateUpdatepour caméra.
3. Component Pattern & ECS
Composition over inheritance — découper les entités en composants indépendants.
// Unity MonoBehaviour — composition classique
public class Player : MonoBehaviour
{
[SerializeField] HealthComponent health;
[SerializeField] MovementComponent movement;
[SerializeField] WeaponComponent weapon;
}
ECS (Unity DOTS) — quand > ~1 000 entités similaires :
// Component (struct pure, zéro allocation)
public struct Velocity : IComponentData { public float3 Value; }
// System
[BurstCompile]
public partial struct MoveSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
foreach (var (transform, vel) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
{
transform.ValueRW.Position += vel.ValueRO.Value * SystemAPI.Time.DeltaTime;
}
}
}
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.
- 9d ago First seen · 318 lines · 62 tokens per session scan A 3f59bcf6b789
game-design-patterns is a skill published in the GitHub repository khalilbenaz/claude-skills-collection (22 stars, last pushed 19d ago), licensed MIT. It adds 62 tokens to every session and 2,376 once invoked, about $0.0003 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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