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 poorvith-mp/skills-gamedev --skill anti-cheatgit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/anti-cheat)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/anti-cheat"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/anti-cheat/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/poorvith-mp/skills-gamedev/anti-cheat"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/anti-cheat.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 | $0.00039 | $0.01299 |
| Opus 5 | $0.00019 | $0.00649 |
| Sonnet 5 | $0.00008 | $0.00260 |
| Haiku 4.5 | $0.00004 | $0.00130 |
Grade A, and why
anti-cheat 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 4d 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 — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.
anti-cheat
Core Philosophy
In multiplayer games, the client is fundamentally compromised. The game executable runs in a hostile environment controlled by the user: memory can be modified via Cheat Engine, network packets can be intercepted, and GPU rendering pipelines can be injected with custom shaders. True anti-cheat engineering does not rely on invasive kernel drivers alone; it is built on an uncompromising architectural foundation: Server Authority. The client only sends input intentions; the authoritative server simulates physics, validates mechanics, and adjudicates reality.
4-Step Server-Authoritative Anti-Cheat Architecture
Step 1: Server Authority & Movement Validation
- Never Trust Client Coordinates:
- The client must never send absolute positional updates (
player.position = x, y, z). - The client sends raw input vectors (Move forward, Jump, Delta time). The server simulates physics and returns authoritative state.
- The client must never send absolute positional updates (
- Speed-Hack & Teleportation Prevention:
- Server tracks positional displacement per tick: $$\Delta d \le v_{text{max}} imes \Delta t + \epsilon_{text{threshold}}$$
- If displacement exceeds maximum legal speed plus latency buffer, snap the player back to their last validated server position and flag anomalous telemetry.
- Ray-Swept Collision Bounds:
- Verify movement vectors using server-side ray sweeps to prevent clipping through solid geometry ("noclip" cheats).
Step 2: Combat & Action Validation
- Fire Rate & Ammo Accounting:
- Track weapon state strictly on the server: cooldown timer between shots, reload animations, magazine capacity.
- Instantly drop firing requests if the time delta between shots is lower than the weapon's configured firing delay.
- Lag Compensation & Rewind Bounds:
- For hitscan weapons, the server maintains a circular buffer of past entity positions (typically 1,000ms).
- When a client claims a hit at timestamp $T$, the server rewinds player hitboxes to timestamp $T$, performs a raycast, and validates line-of-sight.
- Security Bound: Cap maximum backward rewind at 200ms. If client latency exceeds 200ms, hits are rejected to prevent players behind cover from being shot by lagging clients.
What ships with it
2 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.
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.
- 4d ago First seen · 98 lines · 39 tokens per session scan A 81d465e8d5cf
anti-cheat is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 4d ago), licensed MIT. It adds 39 tokens to every session and 1,299 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 2026-09-06.
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