engine-patterns

engine-patterns is a skill for Claude Code from MonumentalSystems/Atlas-Agent-Teams. It costs 23 tokens per session (1,382 once invoked), scanned A, original, MIT.

A reference for comparing common game architectures across Unity, Unreal, Godot, Three.js, and Orleans. It explains patterns such as entity-component systems, state machines, networking, and engine-specific structures.

In plain words
What is it for?
Use it to compare component models, design state machines, plan networking, and adapt game patterns to a particular engine.
Why use it?
It helps developers select or translate an architecture when moving between engines or deciding how game objects and systems should interact.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-dev plugin — 6 skills, 1 command, 5 agents shipped together

Good fit Use it to compare component models, design state machines, plan networking, and adapt game patterns to a particular engine.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/monumentalsystems/atlas-agent-teams/engine-patterns
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 MonumentalSystems/Atlas-Agent-Teams --skill engine-patterns
Clone the repo
git clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-Teams

Made for: Claude Code.

Or install game-dev, the plugin that ships this one along with the rest of its 6 skills, 1 command, 5 agents.

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 engine-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/engine-patterns/github.svg)](https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/engine-patterns)
Your own site
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/engine-patterns"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/engine-patterns/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.

agentmods 80×15 button for engine-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/engine-patterns"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/engine-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,382 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00023 $0.01382
Opus 5 $0.00012 $0.00691
Sonnet 5 $0.00005 $0.00276
Haiku 4.5 $0.00002 $0.00138

Measured 5d ago against content hash cf1dd4fe5462, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

engine-patterns 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 5d 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.

teams/game-dev/skills/engine-patterns/SKILL.md · 153 lines

How it starts

The opening of the file, as written. The whole thing — 153 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cross-Engine Design Patterns

A reference for implementing common game patterns across different engines. Use this when deciding on architecture or translating patterns between engines.

Entity-Component-System (ECS)

How game objects are structured varies by engine:

Engine Model Entity Component System
Unity Component-Based GameObject MonoBehaviour Manager scripts or DOTS Systems
Unreal Actor-Component AActor UActorComponent Tick functions or Subsystems
Godot Node Tree Node Child Nodes _process/_physics_process
Three.js Scene Graph Object3D userData / custom classes Game loop update functions
Orleans Virtual Actor Grain Grain State / Interfaces Grain methods + Timers

When to use full ECS: Performance-critical systems with thousands of entities (Unity DOTS, custom ECS). For most gameplay, the engine's native component model is sufficient.

State Machines

Every engine needs state machines for entities, game flow, and UI:

Engine Implementation
Unity ScriptableObject-based states, or Animator for simple cases
Unreal Gameplay Ability System, or custom UObject state classes
Godot Node-based states as children of StateMachine node
Three.js TypeScript classes with enter/exit/update methods
Orleans Grain state + explicit transitions in grain methods

Core pattern (all engines):

State {
  enter()    // Called when entering this state
  exit()     // Called when leaving this state
  update(dt) // Called every frame while in this state
}

StateMachine {
  currentState: State
  transition(newState) {
    currentState.exit()
    newState.enter()
    currentState = newState
  }
}

Observer/Event Pattern

Decoupled communication between systems:

Engine Mechanism
Unity C# events, UnityEvent, ScriptableObject event channels
Unreal Delegates (DECLARE_DELEGATE), BlueprintAssignable events
Godot Signals (built-in, first-class)
Three.js EventDispatcher, custom EventEmitter, or RxJS
Orleans Orleans Streams, IGrainObserver

Read the full file on GitHub · 153 lines

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. 5d ago First seen · 153 lines · 23 tokens per session scan A cf1dd4fe5462

Subscribe to this mod's changes

engine-patterns is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 28d ago), licensed MIT. It adds 23 tokens to every session and 1,382 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 2026-09-03.