entities-and-factories

entities-and-factories is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 66 tokens per session (2,065 once invoked), scanned A, original, MIT.

A guide to entities and factories in FlatRedBall2, a game engine framework. An entity is a game object, while a factory creates and tracks instances of that object.

In plain words
What is it for?
It explains how to spawn, initialize, update, and destroy entities, add collision shapes, and pass setup data safely into created objects.
Why use it?
It prevents lifecycle and collision problems caused by creating game objects directly instead of through the engine's factory system.

Skill for Claude CodeCodex

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

Good fit It explains how to spawn, initialize, update, and destroy entities, add collision shapes, and pass setup data safely into created objects.

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Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/entities-and-factories
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 vchelaru/FlatRedBall2 --skill entities-and-factories
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 entities-and-factories

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/entities-and-factories/github.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/entities-and-factories)
Your own site
<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.

agentmods 80×15 button for entities-and-factories

Your own site · 80×15
<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>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,065 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00066 $0.02065
Opus 5 $0.00033 $0.01033
Sonnet 5 $0.00013 $0.00413
Haiku 4.5 $0.00007 $0.00206

Measured 6d ago against content hash 7b9b5dc11af7, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

frb-skills/entities-and-factories/SKILL.md · 147 lines

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

  1. Always spawn through Factory<T> — never new MyEntity(). Bypassing the factory breaks Engine.GetFactory<T>() and collision relationships. This applies even when there is only one instance (e.g., one ball in Pong).
  2. Override CustomInitialize for setup, CustomActivity for per-frame logic. Add shape children, create input handlers, and wire references in CustomInitialize. The constructor is too early — Engine is null until the factory injects it (see engine-overview).
  3. Don't write properties whose only effect happens in CustomInitialize. They look configurable but silently fail when assigned after Create() returns. Three fixes by case: expose the child shape directly (forwarding), pass init-only data through Create(e => e.X = ...) so it's set before CustomInitialize runs, or write a reactive setter for state the gameplay legitimately mutates. See references/reactive-properties.md — this is the most common entity-design footgun in FRB2.
  4. Don't create entities for static walls / floors / ceilings. Use TileShapes instead — see collision-relationships.
  5. Entity (X,Y) should be the object's ground-contact point, not its sprite's visual center. Sprite always draws centered on its entity, so a sprite taller/wider than a point needs Sprite.X/Sprite.Y offset once its size is known. See platformer-movement (feet-at-origin) and top-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 — see animation skill's per-frame shapes — so the offset lives in content, not CustomInitialize math.

Read the full file on GitHub · 147 lines

Files

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.

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. 6d ago First seen · 147 lines · 66 tokens per session scan A 7b9b5dc11af7

Subscribe to this mod's changes

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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