libgdx-asset-manager

libgdx-asset-manager is a skill for Claude Code from kyu-n/gdx-claude-skills. It costs 100 tokens per session (3,991 once invoked), scanned A, original, MIT.

A libGDX service for loading and releasing game assets such as textures, sounds, music, fonts, models, and maps. It can load assets gradually while the game continues showing a loading screen.

In plain words
What is it for?
Use it to queue and retrieve assets, build loading screens, load assets asynchronously, manage reference counts, add custom loaders, handle loading errors, and dispose of loaded resources.
Why use it?
It prevents asset loading from being scattered through game code and tracks shared assets so they are released only when no longer needed. It also distinguishes queued assets from assets that have finished loading.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gdx-claude-skills plugin — 28 skills shipped together

Good fit Use it to queue and retrieve assets, build loading screens, load assets asynchronously, manage reference counts, add custom loaders, handle loading errors, and dispose of loaded resources.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyu-n/gdx-claude-skills/libgdx-assetmanager
Install

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.

Any agent
npx skills add kyu-n/gdx-claude-skills --skill libgdx-assetmanager
Clone the repo
git clone --depth 1 https://github.com/kyu-n/gdx-claude-skills

Made for: Claude Code.

Or install gdx-claude-skills, the plugin that ships this one along with the rest of its 28 skills.

Wrote 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.

agentmods badge for libgdx-asset-manager

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager/github.svg)](https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager)
Your own site
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager/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.

agentmods 80×15 button for libgdx-asset-manager

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-assetmanager.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,991 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00100 $0.03991
Opus 5 $0.00050 $0.01996
Sonnet 5 $0.00020 $0.00798
Haiku 4.5 $0.00010 $0.00399

Measured 12d ago against content hash c7508805a076, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

libgdx-asset-manager 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 12d 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.

skills/libgdx-assetmanager/SKILL.md · 402 lines

How it starts

The opening of the file, as written. The whole thing — 402 lines — stays where its author put it; the contents beside it link to each section on GitHub.

libGDX AssetManager

Quick reference for com.badlogic.gdx.assets.AssetManager. Covers loading, retrieval, disposal, reference counting, loading screens, parameters, custom loaders, and error handling.

Core Concepts

load() queues an asset. Nothing is loaded until update() or finishLoading() is called.

load() → queues request
update() → processes one step per call, returns true when ALL done
finishLoading() → blocks until ALL queued assets are loaded
finishLoadingAsset(name) → blocks until ONE specific asset is loaded, returns it
get() → retrieves a loaded asset (throws if not loaded)
unload() → decrements ref count, disposes at zero
dispose() → disposes ALL assets and kills the executor

There is no loadSync() method. Do not invent one.

Constructors

AssetManager manager = new AssetManager();                              // InternalFileHandleResolver, all default loaders
AssetManager manager = new AssetManager(resolver);                      // custom resolver, all default loaders
AssetManager manager = new AssetManager(resolver, false);               // custom resolver, NO default loaders

Loading Assets

// Queue assets (nothing loaded yet)
manager.load("texture.png", Texture.class);
manager.load("atlas.atlas", TextureAtlas.class);
manager.load("click.wav", Sound.class);
manager.load("theme.mp3", Music.class);
manager.load("font.fnt", BitmapFont.class);
manager.load("ui.json", Skin.class);

// With parameters
TextureLoader.TextureParameter param = new TextureLoader.TextureParameter();
param.minFilter = TextureFilter.Linear;
param.magFilter = TextureFilter.Linear;
param.genMipMaps = true;
manager.load("texture.png", Texture.class, param);

Retrieving Assets

// After loading is complete:
Texture tex = manager.get("texture.png", Texture.class);

// Without type (unchecked cast — less safe):
Texture tex = manager.get("texture.png");

// Non-throwing variant (returns null if not loaded):
Texture tex = manager.get("texture.png", Texture.class, false);

// Check first:
if (manager.isLoaded("texture.png")) {
    Texture tex = manager.get("texture.png", Texture.class);
}

// Get all assets of a type:
Array<Texture> textures = new Array<>();
manager.getAll(Texture.class, textures);

Read the full file on GitHub · 402 lines

Changes

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.

  1. 12d ago First seen · 402 lines · 100 tokens per session scan A c7508805a076

Subscribe to this mod's changes

libgdx-asset-manager is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 100 tokens to every session and 3,991 once invoked, about $0.0005 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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