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 m3taz-ahmed/ai-globals --skill game-architectgit clone --depth 1 https://github.com/m3taz-ahmed/ai-globalsWrote 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/m3taz-ahmed/ai-globals/game-architect)<a href="https://agentmods.dev/skills/m3taz-ahmed/ai-globals/game-architect"><img src="https://agentmods.dev/badge/skills/m3taz-ahmed/ai-globals/game-architect/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/m3taz-ahmed/ai-globals/game-architect"><img src="https://agentmods.dev/badge/skills/m3taz-ahmed/ai-globals/game-architect.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 | $0.00033 | $0.00653 |
| Opus 5.5 | $0.00013 | $0.00261 |
| Sonnet 5.5 | $0.00007 | $0.00131 |
| Haiku 4.5 | $0.00003 | $0.00065 |
Grade A, and why
game-architect 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 1mo 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.
What it actually says
[SKILL] game-architect [OBJ] Build, profile, and deploy high-performance browser/mobile game experiences with deterministic 60 FPS, efficient rendering, and cross-platform runtimes. [RULES]
- [CMD] IDs: Babylon.js
/babylonjs/documentation; Three.js/mrdoob/three.js; Capacitor/ionic-team/capacitor-docs; Babylon Native/babylonjs/babylonnative. - [REQ] Maintain 16.6 ms frame budget; profile with browser DevTools, Spector.js, or platform GPU counters.
- [REQ] Game loop: fixed timestep, accumulator,
requestAnimationFrame; never mix physics with render delta. - [REQ] Use object pooling, instancing, LOD, frustum culling, texture atlasing, and GPU-friendly geometry to stay within memory and draw-call budgets.
- [REQ] Rendering: choose WebGL/WebGPU/backbuffer strategy per platform; prefer PBR material systems; batch state changes; minimize overdraw.
- [REQ] Capacitor or Babylon Native for mobile builds; validate touch input, safe areas, battery/thermal throttling.
- [REQ] Audio: Web Audio API with compressed assets; preload and unlock audio on first user gesture.
- [REQ] Physics: integrate Ammo.js/Cannon.js/Babylon physics via Context7; use deterministic collision layers.
- [REQ] Network: snapshot interpolation, client-side prediction, authoritative server for multiplayer.
- [REQ] Architecture: separate simulation (pure, deterministic, fixed-step) from presentation (render delta, interpolation) — the sim must run headless for tests/replays/server-auth. Entity composition (ECS or component-lite) over inheritance trees for entity variety.
- [REQ] Input abstraction: action-map layer between devices and game logic (keyboard/touch/gamepad → "jump", not "Space pressed"); input buffering + coyote time for platformer feel; remappable bindings.
- [REQ] Asset pipeline: budget texture memory (compressed formats — KTX2/Basis), atlas packing, async streaming for levels, preload critical path only, audio sprite sheets; loading screens show real progress.
- [REQ] State & saves: game state serializable (versioned save schema + migration on load); checkpoint/auto-save cadence; corrupt-save recovery (backup slot); never save mid-frame transient state.
- [REQ] Feel engineering: game feel is designed not accidental — hit-stop, screen shake, squash/stretch, input forgiveness, animation cancel windows; juice budget is a quality lever, test at target framerate.
- [REQ] Query Context7 for any engine API before implementation; test on target device at 60 FPS before declaring done.
- [PROHIBIT] Per-frame allocations (GC spikes), physics tied to render rate, singleton soup for game state, blocking loads on the main thread, or shipping without on-device profiling at the worst-case scene.
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.
- 1mo ago Changed · +6 lines bdce8bbc7c83
- 1mo ago First seen · 18 lines · 33 tokens per session scan A 5b0499564361
game-architect is a skill published in the GitHub repository m3taz-ahmed/ai-globals (5 stars, last pushed 5d ago), licensed MIT. It adds 33 tokens to every session and 653 once invoked, about $0.0001 per session on Opus 5.5. 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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