pn-gamedev-philosophy

pn-gamedev-philosophy is a skill for Cursor from perniemann/pnCore. It costs 57 tokens per session (1,271 once invoked), scanned A, original, MIT.

A set of design and engineering rules for games and real-time 3D applications, including Three.js and WebGL. It focuses on predictable updates, rendering performance, asset cleanup, and input handling.

In plain words
What is it for?
Use it to design or review game architecture, real-time 3D scenes, physics and animation updates, asset loading and disposal, frame-time budgets, and performance practices.
Why use it?
It helps prevent frame-rate problems, inconsistent physics, memory leaks, and rendering bugs in interactive 3D software.

Skill for Cursor

Written for Cursor: shipped in a Cursor plugin.

Part of the pn-core plugin — 133 skills, 19 commands, 9 agents, 1 MCP server shipped together

Good fit Use it to design or review game architecture, real-time 3D scenes, physics and animation updates, asset loading and disposal, frame-time budgets, and performance practices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/perniemann/pncore/pn-gamedev-philosophy
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 perniemann/pnCore --skill pn-gamedev-philosophy
Clone the repo
git clone --depth 1 https://github.com/perniemann/pnCore

Made for: Cursor.

Or install pn-core, the plugin that ships this one along with the rest of its 133 skills, 19 commands, 9 agents, 1 MCP server.

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 pn-gamedev-philosophy

README.md
[![agentmods](https://agentmods.dev/badge/skills/perniemann/pncore/pn-gamedev-philosophy/github.svg)](https://agentmods.dev/skills/perniemann/pncore/pn-gamedev-philosophy)
Your own site
<a href="https://agentmods.dev/skills/perniemann/pncore/pn-gamedev-philosophy"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-gamedev-philosophy/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 pn-gamedev-philosophy

Your own site · 80×15
<a href="https://agentmods.dev/skills/perniemann/pncore/pn-gamedev-philosophy"><img src="https://agentmods.dev/badge/skills/perniemann/pncore/pn-gamedev-philosophy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,271 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 $0.00057 $0.01271
Opus 5 $0.00028 $0.00635
Sonnet 5 $0.00011 $0.00254
Haiku 4.5 $0.00006 $0.00127

Measured 8d ago against content hash 9b0ade63e278, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pn-gamedev-philosophy 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.

packages/pn-core-mcp/content/skills/gamedev/pn-gamedev-philosophy/SKILL.md · 174 lines

How it starts

The opening of the file, as written. The whole thing — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development Philosophy

Purpose

Use this as a game and real-time 3D design rulebook for:

  • Game loops and state machines
  • Three.js / WebGL / WebGPU scenes
  • Real-time physics and animation
  • Asset loading and disposal
  • Performance-critical rendering
  • Input handling and update order

It is engine-agnostic where possible and aligned with current industry practices.

When to use

  • Designing game architecture or real-time loops
  • Structuring Three.js/R3F scenes or WebGL projects
  • Reviewing performance, disposal, or timestep logic
  • Establishing gamedev standards for a team or AI agent
  • Auditing frame budget, LOD, or memory management
  • Building tools, prototypes, or shipped games

For workflow, audit checklist, and templates, see reference.md.


Core Philosophy (non-negotiables)

Fixed timestep for physics

Physics and deterministic logic use a fixed delta (e.g. 1/60s). Variable delta causes numerical drift, collision tunneling, and non-determinism across hardware. Accumulate elapsed time; step in fixed increments; cap accumulator to avoid spiral of death.

Frame budget is law

Target refresh rate defines the budget (60 FPS ≈ 16.7ms, 120 Hz ≈ 8.3ms per frame). Profile to identify CPU vs GPU bottlenecks. Leave 1–2ms safety margin for spikes. Optimize the dominant cost first.

Disposal before allocation

WebGL does not auto-free. Geometries, materials, textures, render targets must be disposed when no longer needed. Dispose before removing references. Monitor renderer.info.memory; avoid per-frame allocations in hot paths.

Update order is explicit

Define and document: input → physics → game logic → animation → render. Systems that depend on others run after. No hidden ordering; deterministic and testable.

Hierarchy carries intent

Group objects logically (environment, characters, UI, effects). Use consistent naming (e.g. env_ground, char_player). Hierarchy enables correct transforms, visibility toggles, and disposal.

Read the full file on GitHub · 174 lines

Files

What ships with it

1 file 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 · 174 lines · 57 tokens per session scan A 9b0ade63e278

Subscribe to this mod's changes

pn-gamedev-philosophy is a skill published in the GitHub repository perniemann/pnCore (0 stars, last pushed 5d ago), licensed MIT. It adds 57 tokens to every session and 1,271 once invoked, about $0.0003 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.

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