game-architect

game-architect is a skill for Claude Code, Codex from m3taz-ahmed/ai-globals. It costs 33 tokens per session (653 once invoked), scanned A, original, MIT.

A guide for building browser and mobile games with JavaScript game engines such as Babylon.js and Three.js.

In plain words
What is it for?
Use it to design game loops, profile graphics performance, reduce rendering work, add physics and audio, and prepare games for web or mobile deployment.
Why use it?
It helps keep games responsive by setting clear timing, rendering, memory, and performance requirements. It also covers platform-specific issues such as touch input, battery use, and thermal limits.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design game loops, profile graphics performance, reduce rendering work, add physics and audio, and prepare games for web or mobile deployment.

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Install with agentmods
npx agentmods add skills/m3taz-ahmed/ai-globals/game-architect
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 m3taz-ahmed/ai-globals --skill game-architect
Clone the repo
git clone --depth 1 https://github.com/m3taz-ahmed/ai-globals

Made for: Claude Code, Codex.

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.

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README.md
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Your own site
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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.

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Your own site · 80×15
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Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 653 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 $0.00033 $0.00653
Opus 5.5 $0.00013 $0.00261
Sonnet 5.5 $0.00007 $0.00131
Haiku 4.5 $0.00003 $0.00065

Measured 1mo ago against content hash bdce8bbc7c83, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/game-architect/SKILL.md · 24 lines

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]

  1. [CMD] IDs: Babylon.js /babylonjs/documentation; Three.js /mrdoob/three.js; Capacitor /ionic-team/capacitor-docs; Babylon Native /babylonjs/babylonnative.
  2. [REQ] Maintain 16.6 ms frame budget; profile with browser DevTools, Spector.js, or platform GPU counters.
  3. [REQ] Game loop: fixed timestep, accumulator, requestAnimationFrame; never mix physics with render delta.
  4. [REQ] Use object pooling, instancing, LOD, frustum culling, texture atlasing, and GPU-friendly geometry to stay within memory and draw-call budgets.
  5. [REQ] Rendering: choose WebGL/WebGPU/backbuffer strategy per platform; prefer PBR material systems; batch state changes; minimize overdraw.
  6. [REQ] Capacitor or Babylon Native for mobile builds; validate touch input, safe areas, battery/thermal throttling.
  7. [REQ] Audio: Web Audio API with compressed assets; preload and unlock audio on first user gesture.
  8. [REQ] Physics: integrate Ammo.js/Cannon.js/Babylon physics via Context7; use deterministic collision layers.
  9. [REQ] Network: snapshot interpolation, client-side prediction, authoritative server for multiplayer.
  10. [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.
  11. [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.
  12. [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.
  13. [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.
  14. [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.
  15. [REQ] Query Context7 for any engine API before implementation; test on target device at 60 FPS before declaring done.
  16. [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.
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. 1mo ago Changed · +6 lines bdce8bbc7c83
  2. 1mo ago First seen · 18 lines · 33 tokens per session scan A 5b0499564361

Subscribe to this mod's changes

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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