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 agentmods add skills/vchelaru/flatredball2/multiplatform-conversionnpx skills add vchelaru/FlatRedBall2 --skill multiplatform-conversiongit 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/multiplatform-conversion)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/multiplatform-conversion"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/multiplatform-conversion.svg" alt="Measured on agentmods" 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 | $0.00088 | $0.04026 |
| Opus 5 | $0.00044 | $0.02013 |
| Sonnet 5 | $0.00018 | $0.00805 |
| Haiku 4.5 | $0.00009 | $0.00403 |
Grade A, and why
multiplatform-conversion 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.
How it starts
The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multi-Platform Conversion (Desktop + KNI BlazorGL)
Reference samples:
samples/auto/AutoEvalKniBlazorSample/(minimal — one XNB, no real content) andsamples/PlatformKing/(content-rich — TMX, JSON, PNG animations). Read PlatformKing first when porting any non-trivial game; AutoEval only proves the wiring, not the content story.
Backend selection is by which project file you reference
src/FlatRedBall2.csproj (MonoGame/desktop) and src/Kni/FlatRedBall2.Kni.csproj (KNI/browser) are single-TFM (net10.0) project files, not one multi-targeted project — see the comment atop either file for why. Consumers pick a backend by which file they ProjectReference/which NuGet package (FlatRedBall2.MonoGame vs FlatRedBall2.Kni) they install, not by TFM. This is the linchpin — every gotcha below comes from wiring the wrong file/package to the wrong head.
The KNI file lives in its own Kni\ subfolder, not next to the MonoGame one: two SDK projects globbing the same physical directory hit a real MSBuild parallel-build race (confirmed — -m:1 always succeeds, default parallel builds fail intermittently depending on the solution's project-graph shape). Physical separation removes the race at its root; see the comment atop FlatRedBall2.Kni.csproj for the full story.
Project layout
Three projects, mirroring AutoEvalKniBlazorSample:
GameName/
GameName.Common/ net10.0 game code + Content/ — MonoGame build (see below)
GameName.Common/Kni/ net10.0 KNI build, same source, own subfolder
GameName.Desktop/ net10.0 Program.cs, MonoGame
GameName.BlazorGL/ net10.0 Blazor WASM host
GameName.slnx
The Game subclass (Game1) lives in Common so both heads instantiate the same type. Heads own only their entry points and platform-specific csproj wiring.
Asset placement
Assets belong in Common/Content/ by default. Only move to platform-specific folders if they won't work elsewhere (e.g., platform-specific UI sizes, backend-incompatible shader variants). Most art, audio, and data stay in Common/ so both Desktop and BlazorGL draw from a single source — no duplication.
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.
- yesterday First seen · 208 lines · 88 tokens per session scan A b9b1437e31f0
multiplatform-conversion is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 88 tokens to every session and 4,026 once invoked, about $0.0004 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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