engine-overview

engine-overview is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 69 tokens per session (1,399 once invoked), scanned A, original, MIT.

An overview of FlatRedBall2, a 2D game engine built on MonoGame. It explains the frame loop and which parts of physics, collisions, rendering, input, UI, and screen changes the engine handles automatically.

In plain words
What is it for?
It is for learning the engine architecture and deciding where to implement screens, entities, factories, collision setup, and per-frame logic.
Why use it?
It clarifies the boundary between engine behavior and game code, reducing confusion when starting or debugging a game.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/vchelaru/flatredball2/engine-overview
Any agent
npx skills add vchelaru/FlatRedBall2 --skill engine-overview
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

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-overview

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/engine-overview.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/engine-overview)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/engine-overview"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/engine-overview.svg" alt="Measured on agentmods" height="20"></a>
Per session 69 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,399 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00069 $0.01399
Opus 5 $0.00034 $0.00700
Sonnet 5 $0.00014 $0.00280
Haiku 4.5 $0.00007 $0.00140

Measured yesterday against content hash 227aee6a21c4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

engine-overview 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 yesterday.

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.

frb-skills/engine-overview/SKILL.md · 102 lines

How it starts

The opening of the file, as written. The whole thing — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.

FlatRedBall2 Engine Overview

FlatRedBall2 is a 2D game engine built on MonoGame. It provides physics, collision, rendering, input, and UI (via Gum) out of the box. Game code creates Screens, Entities, and wires them together.

What the Engine Does Automatically

  • Physics: pos += vel*dt + acc*(dt^2/2), vel += acc*dt, vel -= vel*drag*dt — every frame, for every entity
  • Collision resolution: All registered CollisionRelationship pairs are tested and resolved after physics
  • Rendering: Everything added via screen.Add(renderable) is drawn, sorted by Layer + Z
  • Input polling: Input updates keyboard, mouse, and gamepad state each frame
  • Gum UI updates: Click/hover/focus events routed to all active Gum elements
  • Screen transitions: Old screen torn down, new screen initialized — entities, factories, Gum elements all cleaned up automatically
  • Camera: Initialized from window viewport; transforms world coordinates to screen

What Game Code Must Implement

  • Entity subclasses — override CustomInitialize (add shapes, input) and CustomActivity (per-frame logic)
  • Screen subclasses — override CustomInitialize (create factories, entities, collision relationships, UI)
  • Collision relationships — call AddCollisionRelationship in screen's CustomInitialize
  • Game1.cs — initialize FlatRedBallService.Default, call Update/Draw each frame
  • Save/load — the engine offers nothing here; use standard .NET (System.IO + System.Text.Json, or your serializer of choice). There is no FRB2 save API to search for.

Frame Loop Order

Each frame runs in this order:

  1. Screen transition (if pending) — old screen destroyed, new screen initialized
  2. Input update — keyboard, mouse, gamepad polled
  3. Gum update — UI input events routed
  4. Physics — entity positions updated from velocity/acceleration/drag
  5. Collision — registered relationships resolved; positions corrected
  6. Entity CustomActivity — each entity's per-frame logic
  7. Screen CustomActivity — screen-level logic (sees post-collision, post-entity state)
  8. Draw — all registered renderables drawn

Read the full file on GitHub · 102 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. yesterday First seen · 102 lines · 69 tokens per session scan A 227aee6a21c4

Subscribe to this mod's changes

engine-overview is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 69 tokens to every session and 1,399 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 2026-09-04.