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/laurigates/claude-plugins/bevy-game-enginenpx skills add laurigates/claude-plugins --skill bevy-game-enginegit clone --depth 1 https://github.com/laurigates/claude-pluginsWrote 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/laurigates/claude-plugins/bevy-game-engine)<a href="https://agentmods.dev/skills/laurigates/claude-plugins/bevy-game-engine"><img src="https://agentmods.dev/badge/skills/laurigates/claude-plugins/bevy-game-engine.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 | $0.00048 | $0.01561 |
| Opus 5 | $0.00024 | $0.00781 |
| Sonnet 5 | $0.00010 | $0.00312 |
| Haiku 4.5 | $0.00005 | $0.00156 |
Grade A, and why
bevy-game-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 yesterday.
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 — 175 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy Game Engine
Expert knowledge for developing games with Bevy, the data-driven game engine built in Rust with a focus on ergonomics, modularity, and performance.
When to Use This Skill
| Use this skill when... | Use bevy-ecs-patterns instead when... |
|---|---|
| Starting a new Bevy game project | Optimizing ECS query performance or archetype layout |
| Learning or applying basic ECS concepts | Implementing complex system scheduling or ordering |
| Handling input (keyboard, mouse, gamepad) | Using change detection (Changed<T>, Added<T>) |
| Managing game states and transitions | Working with ParamSet or parallel query iteration |
| Loading and managing assets | Designing entity relationship hierarchies |
| Setting up plugins and app structure | Debugging archetype fragmentation or storage strategies |
| Working with events and resources | Implementing batch spawn or deferred operations |
Core Expertise
Bevy Architecture
- Entity Component System (ECS): Data-oriented design with entities, components, and systems
- Plugin System: Modular game organization with reusable plugins
- Schedules: System ordering and execution timing
- Resources: Global singleton data accessible to systems
- Events: Typed message passing between systems
- States: Game state management and transitions
Rendering
- 2D Rendering: Sprites, sprite sheets, text rendering, 2D cameras
- 3D Rendering: PBR materials, meshes, lighting, shadows, cameras
- UI: bevy_ui for in-game interfaces
- Shaders: Custom WGSL shaders and render pipelines
Reference Files
The ECS core, project setup, and the command set below are everything a first
pass needs. Follow one link when the task calls for it — nothing under
references/ is loaded unless you open it.
| Path you are on | File | Carries |
|---|---|---|
| Reading player input | references/input.md |
ButtonInput keyboard/mouse polling, pressed vs just-pressed, cursor position, gamepad and rebinding pointers |
| Loading assets, or driving the state machine | references/assets-and-states.md |
AssetServer handles and LoadState gating, States enum, OnEnter/OnExit/run_if(in_state), NextState timing |
| Decoupling two systems that must communicate | references/events.md |
#[derive(Event)], EventWriter/EventReader, add_event registration, the two-frame buffer and ordering caveat |
| Laying out a growing game, or chasing frame time | references/project-architecture.md |
Directory layout, plugin/marker-component organization, query-filter and profiling guidance, bundles and system sets |
What ships with it
4 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.
- yesterday Changed a3f6999128c6
- 5d ago First seen · 175 lines · 48 tokens per session scan A 3aa60623b3cb
bevy-game-engine is a skill published in the GitHub repository laurigates/claude-plugins (57 stars, last pushed yesterday), licensed MIT. It adds 48 tokens to every session and 1,561 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 2026-08-30.
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