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 vchelaru/FlatRedBall2 --skill entities-and-factoriesgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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/vchelaru/flatredball2/entities-and-factories)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/entities-and-factories"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/entities-and-factories/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/vchelaru/flatredball2/entities-and-factories"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/entities-and-factories.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00066 | $0.02065 |
| Opus 5 | $0.00033 | $0.01033 |
| Sonnet 5 | $0.00013 | $0.00413 |
| Haiku 4.5 | $0.00007 | $0.00206 |
Grade A, and why
entities-and-factories 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 6d 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 — 147 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Entities and Factories in FlatRedBall2
Entity is the base class for game objects. It owns position, velocity, acceleration, drag, and a list of child shapes for collision and rendering. Factory<T> manages creating, tracking, and destroying entity instances from within a Screen.
Rules
- Always spawn through
Factory<T>— nevernew MyEntity(). Bypassing the factory breaksEngine.GetFactory<T>()and collision relationships. This applies even when there is only one instance (e.g., one ball in Pong). - Override
CustomInitializefor setup,CustomActivityfor per-frame logic. Add shape children, create input handlers, and wire references inCustomInitialize. The constructor is too early —Engineis null until the factory injects it (seeengine-overview). - Don't write properties whose only effect happens in
CustomInitialize. They look configurable but silently fail when assigned afterCreate()returns. Three fixes by case: expose the child shape directly (forwarding), pass init-only data throughCreate(e => e.X = ...)so it's set beforeCustomInitializeruns, or write a reactive setter for state the gameplay legitimately mutates. Seereferences/reactive-properties.md— this is the most common entity-design footgun in FRB2. - Don't create entities for static walls / floors / ceilings. Use
TileShapesinstead — seecollision-relationships. - Entity
(X,Y)should be the object's ground-contact point, not its sprite's visual center.Spritealways draws centered on its entity, so a sprite taller/wider than a point needsSprite.X/Sprite.Yoffset once its size is known. Seeplatformer-movement(feet-at-origin) andtop-down-movement(origin and draw order) for perspective-specific offsets. This code-only path is fine for a one-off entity. If the entity already has (or will get) an.achx, author the sprite offset and its collision shape together as frame data instead — seeanimationskill's per-frame shapes — so the offset lives in content, notCustomInitializemath.
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.
- 6d ago First seen · 147 lines · 66 tokens per session scan A 7b9b5dc11af7
entities-and-factories is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 66 tokens to every session and 2,065 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.
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