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 kyu-n/gdx-claude-skills --skill libgdx-headless-backendgit clone --depth 1 https://github.com/kyu-n/gdx-claude-skillsWrote 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/kyu-n/gdx-claude-skills/libgdx-headless-backend)<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-headless-backend"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-headless-backend/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/kyu-n/gdx-claude-skills/libgdx-headless-backend"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-headless-backend.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 | $0.00075 | $0.02085 |
| Opus 5 | $0.00037 | $0.01043 |
| Sonnet 5 | $0.00015 | $0.00417 |
| Haiku 4.5 | $0.00007 | $0.00209 |
Grade A, and why
libgdx-headless-backend scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 178 lines — stays where its author put it; the contents beside it link to each section on GitHub.
libGDX Headless Backend
Reference for running libGDX without a display, audio, or input — for servers, CI/testing, procedural generation, and headless simulation. Lives in the gdx-backend-headless module.
Setup
import com.badlogic.gdx.backends.headless.HeadlessApplication;
import com.badlogic.gdx.backends.headless.HeadlessApplicationConfiguration;
public class ServerLauncher {
public static void main(String[] args) {
HeadlessApplicationConfiguration config = new HeadlessApplicationConfiguration();
config.updatesPerSecond = 20; // render() called 20 times/sec
new HeadlessApplication(new MyServerListener(), config);
}
}
Dependency (Gradle):
implementation "com.badlogicgames.gdx:gdx-backend-headless:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
HeadlessApplicationConfiguration
The only important field is updatesPerSecond — an int controlling how often render() is called.
updatesPerSecond value |
Behavior | Use case |
|---|---|---|
20 |
render() called 20 times/sec | Game server at 20 tick rate |
60 (default) |
render() called 60 times/sec | Wastes CPU on a server — always set explicitly |
0 |
Never sleep between calls (run as fast as possible) | Batch processing, benchmarking |
Negative (e.g. -1) |
render() is NOT called at all | One-shot tasks that do all work in create() |
CRITICAL — use updatesPerSecond, not the old float field:
// ✅ CORRECT — updatesPerSecond is an int
config.updatesPerSecond = 20;
// ❌ WRONG — renderInterval was removed; this will not compile on 1.9.14+
// config.renderInterval = 1 / 20f; // DO NOT USE
For servers: Always set updatesPerSecond to match your desired tick rate. The default (60) runs at 60fps which wastes CPU on a headless server.
For one-shot tasks (generate data then exit): Do all work in create() and call Gdx.app.exit(). Set updatesPerSecond = -1 so render() is never called, or leave it at default — if your create() calls exit(), it won't matter.
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.
- 11d ago First seen · 178 lines · 75 tokens per session scan A 51ec1540a0e0
libgdx-headless-backend is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 75 tokens to every session and 2,085 once invoked, about $0.0004 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.
Other skills, from other repositories
cesiumjs-models-particles
CesiumJS models, glTF, and particle effects - Model, KHRmeshoptcompression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles…
cesiumjs-materials-shaders
CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based…
atmosphere-shader
Generate physically-based atmospheric scattering shaders — sky domes, planetary atmospheres, LUT-optimized pipelines, depth-aware post-processing. Four modes — sky-dome, atmosphere-post, planet, lut. Triggers on atmospheric scattering, sky shader, sunset rendering, planet atmosphere, Rayleigh scattering, Mie…
particle-swarm-sim
Generate 20,000+ particle swarm simulators in two modes: sandbox (complete Three.js host runtime with gesture controls, security validation, code injection pipeline) and sim (behavior function bodies that position/color particles via a sandboxed API). The AI writes ONLY a function body — the host handles rendering…
sprite-forge
Generate game sprites, SVG characters, ASCII art, animated mascots, and isometric turnarounds from images or descriptions. Five output modes: SVG characters, game sprite sheets with atlas metadata, 8-way isometric turnarounds, ASCII/Unicode terminal art, GSAP-animated mascots. Triggers on sprite, pixel art, SVG…
meshy-3d-generation
Generate 3D models, textures, images, rig characters, and animate them using the Meshy AI API. Handles API key detection, setup, and all generation workflows via direct HTTP calls. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, or interact with the…