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 ourobx/agent-ebpf --skill game-asset-coregit clone --depth 1 https://github.com/ourobx/agent-ebpfWrote 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/ourobx/agent-ebpf/game-asset-core)<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-asset-core"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-asset-core/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/ourobx/agent-ebpf/game-asset-core"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-asset-core.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 | $0.00104 | $0.00887 |
| Opus 5.5 | $0.00042 | $0.00355 |
| Sonnet 5.5 | $0.00021 | $0.00177 |
| Haiku 4.5 | $0.00010 | $0.00089 |
Grade A, and why
game-asset-core 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 1mo 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 — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset Core
Game developers ask for WHAT they need, not HOW to make it engine-ready. The how is your job. Apply these defaults whenever the request doesn't say otherwise — an asset that needs manual cleanup is a miss even if the user never mentioned the requirement.
App-builder note
This skill is doctrine / QC. For 2D sprites and motion in this sandbox, also run the pipeline skills:
generate2dsprite/video2dspritefor sheets and video harvest- Keyable background on those paths is solid
#FF00FF(required for chroma) — not an arbitrary flat hex - Motion laws and loop QC live in
game-animation-frames(which defers execution to those pipelines)
Unprompted engine-ready defaults
| When asked for... | Deliver, without being told... |
|---|---|
| a character/creature/prop sprite | isolated subject, flat single-color keyable background (#FF00FF when using generate2dsprite/video2dsprite), clean silhouette, no baked ground scene or cast shadow |
| anything that moves/animates | a frame SEQUENCE that loops cleanly (see game-animation-frames; execute via video2dsprite/generate2dsprite) |
| a sprite sheet | uniform implicit cells, NO divider lines, subject at the identical position per cell so frames crop at width/cols × height/rows — or build it yourself: frames + PIL composite |
| ground/terrain/water/walls | seamlessly tileable (verify with a real 2×2 composite), no landmark motifs, non-directional lighting where rotation might be used |
| UI panels/frames/buttons | scale-survivable (9-slice: corner ornament, uniform edges), no text ever (games localize), state variants geometry-identical |
| the same character/object again | edit-chained from your existing base image, never regenerated fresh |
| icons | one style contract across the set, uniform padding, legible at 32px |
Deliver organized, exactly-named files; if the request leaves counts or naming to you, choose sensible names and document them in a manifest/record.
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.
- 1mo ago First seen · 70 lines · 104 tokens per session scan A 690bb8a77495
game-asset-core is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 104 tokens to every session and 887 once invoked, about $0.0004 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 2026-09-04.
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