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 web-game-performance-and-testinggit 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/web-game-performance-and-testing)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/web-game-performance-and-testing"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/web-game-performance-and-testing/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/web-game-performance-and-testing"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/web-game-performance-and-testing.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 | $0.00087 | $0.01861 |
| Opus 5.5 | $0.00035 | $0.00744 |
| Sonnet 5.5 | $0.00017 | $0.00372 |
| Haiku 4.5 | $0.00009 | $0.00186 |
Grade A, and why
web-game-performance-and-testing 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 — 138 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Web Game Performance and Testing
Overview
A browser game shares a thread with the page, a garbage collector with every closure, and a download budget with the player's patience. It is also the easiest kind of game for you to verify end to end on this machine: the build, the unit tests and a real browser run are all available. Use them.
Core principle: No allocations in the frame loop, a measured bundle, rules tested in Vitest with injected time and a seed, and one seeded Playwright smoke test that fails on console errors.
The frame loop in the browser
- Drive it with
requestAnimationFrame(or the engine's loop built on it); neversetInterval. - Browsers throttle or stop rAF in hidden tabs: clamp the delta (≤ 0.25 s), pause the simulation on
document.visibilitychange, and resume without a catch-up burst. - Fixed-step simulation with an accumulator and interpolated rendering (game-loop-and-time); engines with built-in physics steps (Phaser Arcade) already do this for bodies.
- Audio needs a user gesture: create or
resume()theAudioContexton the first click/key/tap. - On touch devices the canvas sets
touch-action: noneso gestures do not scroll or zoom the page.
No garbage in the loop
// ❌ allocates every frame: new vectors, arrays, closures
function update(dt: number) {
const dir = new THREE.Vector3().subVectors(target.position, enemy.position).normalize();
enemies.filter((e) => e.alive).forEach((e) => e.step(dt));
hud.setText(`Score: ${score}`);
}
// ✅ reuses module-level temporaries; plain loops; updates text only on change
const tmp = new THREE.Vector3();
let shownScore = -1;
function update(dt: number) {
tmp.subVectors(target.position, enemy.position).normalize();
for (let i = 0; i < enemies.length; i++) if (enemies[i].alive) enemies[i].step(dt);
if (score !== shownScore) { shownScore = score; hud.setText(`Score: ${score}`); }
}
Pool bullets, particles and damage numbers; prefer typed arrays (Float32Array) for large particle or boid sets; avoid Array.prototype.map/filter/forEach with fresh closures in hot paths.
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 · 138 lines · 87 tokens per session scan A 7ee305cf2dbc
web-game-performance-and-testing is a skill published in the GitHub repository makifbaysal/tasktrooper (112 stars, last pushed yesterday), licensed Apache-2.0. It adds 87 tokens to every session and 1,861 once invoked, about $0.0003 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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