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 makifbaysal/tasktrooper --skill game-loop-and-timegit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/game-loop-and-time)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/game-loop-and-time"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-loop-and-time/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/makifbaysal/tasktrooper/game-loop-and-time"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/game-loop-and-time.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 | $0.00050 | $0.01746 |
| Opus 5.5 | $0.00020 | $0.00698 |
| Sonnet 5.5 | $0.00010 | $0.00349 |
| Haiku 4.5 | $0.00005 | $0.00175 |
Grade A, and why
game-loop-and-time 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 4d 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 — 128 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Loop and Time
Overview
Two clocks run in every game: the render frame (variable, as fast as the machine allows) and the simulation step (fixed, so physics and rules behave the same everywhere). Most "it moves faster on my machine", tunnelling, jitter and desync bugs come from putting work on the wrong clock or forgetting to scale by the right delta.
Core principle: Simulate on a fixed step, render with interpolation, and scale every time-based value by the delta of the clock it runs on.
Where each clock lives
| Engine | Per frame (variable) | Fixed step | Default fixed rate |
|---|---|---|---|
| Unity | Update, LateUpdate — Time.deltaTime |
FixedUpdate — Time.fixedDeltaTime |
0.02 s (50 Hz) |
| Godot | _process(delta) |
_physics_process(delta) |
60 ticks/s (physics/common/physics_ticks_per_second) |
| Unreal | Tick(DeltaSeconds) |
physics substepping / async physics tick | project physics settings |
| Bevy | Update — Res<Time> |
FixedUpdate — Res<Time> is Time<Fixed> there |
64 Hz |
| Phaser | update(time, delta) (ms) |
Arcade physics' own step (fps, fixedStep) |
60 |
| PixiJS 8 | ticker.add(t => …) — t.deltaMS |
your accumulator | — |
| three.js / Babylon.js | setAnimationLoop + THREE.Timer / engine.getDeltaTime() (ms) |
your accumulator, or the physics plugin's | — |
| MonoGame | Update(GameTime) |
IsFixedTimeStep = true (default) |
1/60 s |
| pygame | dt = clock.tick(60) / 1000 |
your accumulator | — |
Use the engine's fixed callback for physics and authoritative rules. Write your own loop only where the engine has none (web renderers, pygame, custom servers).
The accumulator loop (web, pygame, servers)
const STEP = 1 / 60;
const MAX_FRAME = 0.25; // clamp: a 3 s tab-switch must not run 180 steps
let acc = 0;
let last = performance.now();
function frame(now: number) {
const frameTime = Math.min((now - last) / 1000, MAX_FRAME);
last = now;
acc += frameTime;
while (acc >= STEP) {
previous.copyFrom(current); // keep the last state for interpolation
simulate(current, STEP); // rules + physics, fixed dt only
acc -= STEP;
}
render(interpolate(previous, current, acc / STEP));
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
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.
- 4d ago First seen · 128 lines · 50 tokens per session scan A 7fc25dddd44f
game-loop-and-time is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 50 tokens to every session and 1,746 once invoked, about $0.0002 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 2026-10-09.
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