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 miles990/claude-software-skills --skill game-developmentgit clone --depth 1 https://github.com/miles990/claude-software-skillsWrote 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/miles990/claude-software-skills/game-development)<a href="https://agentmods.dev/skills/miles990/claude-software-skills/game-development"><img src="https://agentmods.dev/badge/skills/miles990/claude-software-skills/game-development.svg" alt="Measured on agentmods" height="20"></a>- Socket pass
- Snyk pass
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 | $0.00012 | $0.02945 |
| Opus 5 | $0.00006 | $0.01473 |
| Sonnet 5 | $0.00002 | $0.00589 |
| Haiku 4.5 | $0.00001 | $0.00295 |
Grade A, and why
game-development 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.
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 — 425 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development
Overview
Patterns and practices for building games across platforms. Covers architecture, rendering, physics, AI, multiplayer, and optimization.
Game Architecture
Game Loop
┌─────────────────────────────────────────────────────────────┐
│ Game Loop │
│ │
│ ┌─────────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │ Input │ ─→ │ Update │ ─→ │ Physics │ ─→ │ Render │ │
│ │ Process │ │ Logic │ │ Step │ │ Frame │ │
│ └─────────┘ └─────────┘ └─────────┘ └─────────┘ │
│ ↑ │ │
│ └─────────────────────────────────────────────┘ │
│ Next Frame │
└─────────────────────────────────────────────────────────────┘
Fixed vs Variable Timestep
| Type | Use Case | Code Pattern |
|---|---|---|
| Fixed | Physics, determinism | while (accumulator >= dt) { update(dt); } |
| Variable | Rendering, animations | update(deltaTime); |
| Hybrid | Most games | Fixed physics, variable render |
// Hybrid game loop
let accumulator = 0;
const FIXED_DT = 1/60;
function gameLoop(currentTime: number) {
const deltaTime = currentTime - lastTime;
accumulator += deltaTime;
// Fixed timestep for physics
while (accumulator >= FIXED_DT) {
physicsUpdate(FIXED_DT);
accumulator -= FIXED_DT;
}
// Variable timestep for rendering
const alpha = accumulator / FIXED_DT;
render(alpha); // Interpolate between states
requestAnimationFrame(gameLoop);
}
Entity Component System (ECS)
┌─────────────────────────────────────────────────────────────┐
│ ECS Architecture │
│ │
│ Entity: Just an ID │
│ ┌─────┐ ┌─────┐ ┌─────┐ │
│ │ 1 │ │ 2 │ │ 3 │ │
│ └─────┘ └─────┘ └─────┘ │
│ │
│ Components: Pure Data │
│ ┌──────────┐ ┌──────────┐ ┌──────────┐ │
│ │ Position │ │ Velocity │ │ Sprite │ │
│ │ x, y, z │ │ vx, vy │ │ texture │ │
│ └──────────┘ └──────────┘ └──────────┘ │
│ │
│ Systems: Logic │
│ ┌────────────────┐ ┌────────────────┐ │
│ │ MovementSystem │ │ RenderSystem │ │
│ │ Position+Vel │ │ Position+Sprite│ │
│ └────────────────┘ └────────────────┘ │
└─────────────────────────────────────────────────────────────┘
What ships with it
31 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.
- flame/flame-core/references/animation.md 3.3 KB
- flame/flame-core/references/audio.md 10 KB
- flame/flame-core/references/camera.md 2.4 KB
- flame/flame-core/references/collision.md 3.2 KB
- flame/flame-core/references/components.md 2.6 KB
- flame/flame-core/references/debug.md 4.4 KB
- flame/flame-core/references/input.md 3.3 KB
- flame/flame-core/references/particles.md 14 KB
- flame/flame-core/references/performance.md 12 KB
- flame/flame-core/references/scenes.md 5.5 KB
- flame/flame-core/SKILL.md 2.7 KB
- flame/flame-systems/references/achievement.md 8.3 KB
- flame/flame-systems/references/combat.md 7.5 KB
- flame/flame-systems/references/crafting.md 9.5 KB
- flame/flame-systems/references/dialogue.md 5.6 KB
- flame/flame-systems/references/inventory.md 6.1 KB
- flame/flame-systems/references/leveleditor.md 11 KB
- flame/flame-systems/references/localization.md 4.5 KB
- flame/flame-systems/references/multiplayer.md 9.6 KB
- flame/flame-systems/references/paperdoll.md 6.7 KB
- flame/flame-systems/references/procedural.md 9.0 KB
- flame/flame-systems/references/quest.md 4.3 KB
- flame/flame-systems/references/saveload.md 7.7 KB
- flame/flame-systems/references/shop.md 8.8 KB
- flame/flame-systems/references/skills.md 8.6 KB
- flame/flame-systems/SKILL.md 2.8 KB
- flame/flame-templates/references/platformer.md 12 KB
- flame/flame-templates/references/roguelike.md 16 KB
- flame/flame-templates/references/rpg.md 10 KB
- flame/flame-templates/SKILL.md 1.3 KB
- flame/SKILL.md 7.1 KB
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.
- 8d ago First seen · 425 lines · 12 tokens per session scan A bdc70284d4e4
game-development is a skill published in the GitHub repository miles990/claude-software-skills (20 stars, last pushed 7mo ago), licensed MIT. It adds 12 tokens to every session and 2,945 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
gaming-expert
Build comprehensive game systems including gameplay mechanics, multiplayer infrastructure, analytics tracking, and monetization features. Use when the user mentions game development, Unity or Unreal, gameplay mechanics, multiplayer netcode, game analytics, or in-game monetization.
game-engineer
Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 3, Three.js) based on project requirements. Provides unified game development workflow.
html-to-ugui
A pipeline for turning HTML interface prototypes into Unity UGUI Prefabs, which are reusable Unity interface objects. It uses browser-rendered layout data to preserve positions, images, text, controls, and device-adaptation intentions.
luban-dev
A guide for Luban, a game-configuration tool that turns spreadsheets and schemas into C# code and binary data for a TEngine project.
tengine-dev
A development guide for TEngine, a framework used to build Unity games. It covers the framework’s modules, user interfaces, events, asset loading, hot updates, configuration, and related tools.
et-unitybridge
UnityBridge workflow for AI operations in Unity Editor. Use when checking UnityBridge connectivity, Unity compile or PlayMode state, running deferred UnityBridge commands, operating assets/scenes/GameObjects/Inspector/Prefabs/GameView/screenshots, running Editor tests, or troubleshooting UnityBridge responses.