programming-architecture

programming-architecture is a skill for Claude Code, Codex from medy-gribkov/arcana. It costs 30 tokens per session (3,418 once invoked), scanned A, original, Apache-2.0.

A guide to structuring game code with entity-component systems, data-oriented design, state machines, and object pools. These patterns separate game data and processing to help large numbers of objects run efficiently.

In plain words
What is it for?
It is for designing scalable systems such as movement, enemy behavior, health, and object reuse.
Why use it?
It helps avoid tightly coupled game objects that become difficult to extend or optimize as a game grows.

Skill for Claude CodeCodex

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

Good fit It is for designing scalable systems such as movement, enemy behavior, health, and object reuse.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/medy-gribkov/arcana/programming-architecture
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 medy-gribkov/arcana --skill programming-architecture
Clone the repo
git clone --depth 1 https://github.com/medy-gribkov/arcana

Made for: Claude Code, Codex.

Its marketplace also offers this one on its own, as the plugin programming-architecture/plugin install programming-architecture after adding the marketplace above.

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.

agentmods badge for programming-architecture

README.md
[![agentmods](https://agentmods.dev/badge/skills/medy-gribkov/arcana/programming-architecture.svg)](https://agentmods.dev/skills/medy-gribkov/arcana/programming-architecture)
Your own site
<a href="https://agentmods.dev/skills/medy-gribkov/arcana/programming-architecture"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/programming-architecture.svg" alt="Measured on agentmods" height="20"></a>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,418 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 $0.00030 $0.03418
Opus 5 $0.00015 $0.01709
Sonnet 5 $0.00006 $0.00684
Haiku 4.5 $0.00003 $0.00342

Measured 8d ago against content hash 9ab3a79ab3fa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

programming-architecture 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 8d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/arch_analyzer.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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/programming-architecture/SKILL.md · 642 lines

How it starts

The opening of the file, as written. The whole thing — 642 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Entity Component System (ECS)

Traditional OOP (BAD):

// Everything coupled, hard to optimize
public class Enemy : MonoBehaviour
{
    public float health;
    public float speed;
    public Rigidbody rb;

    void Update()
    {
        // Movement
        rb.velocity = transform.forward * speed;

        // AI
        if (PlayerInRange()) Attack();

        // Health
        if (health <= 0) Die();
    }
}
// Problem: 1000 enemies = 1000 Update() calls, cache misses

ECS (GOOD):

// Components are pure data
public struct Position : IComponentData
{
    public float3 Value;
}

public struct Velocity : IComponentData
{
    public float3 Value;
}

public struct Health : IComponentData
{
    public float Current;
    public float Max;
}

// Systems process components in bulk (cache-friendly)
public partial class MovementSystem : SystemBase
{
    protected override void OnUpdate()
    {
        float deltaTime = Time.DeltaTime;

        // Processes ALL entities with Position + Velocity
        // in tight loop, vectorized by Burst compiler
        Entities.ForEach((ref Position pos, in Velocity vel) =>
        {
            pos.Value += vel.Value * deltaTime;
        }).ScheduleParallel();
    }
}

public partial class HealthSystem : SystemBase
{
    protected override void OnUpdate()
    {
        var ecb = new EntityCommandBuffer(Allocator.TempJob);

        Entities.ForEach((Entity entity, in Health health) =>
        {
            if (health.Current <= 0)
            {
                ecb.DestroyEntity(entity);
            }
        }).Schedule();

        ecb.Playback(EntityManager);
        ecb.Dispose();
    }
}

Performance comparison:

// OOP: 1000 enemies
// Update() calls: 1000/frame
// Cache misses: high (scattered objects)
// Parallelization: hard

// ECS: 1000 enemies
// System calls: 1/frame per system
// Cache misses: low (contiguous arrays)
// Parallelization: automatic with Burst
// Result: 10-100x faster for large entity counts

Read the full file on GitHub · 642 lines

Files

What ships with it

3 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.

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. 8d ago First seen · 642 lines · 30 tokens per session scan A 9ab3a79ab3fa

Subscribe to this mod's changes

programming-architecture is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 30 tokens to every session and 3,418 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 2026-08-31.