timing

timing is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 51 tokens per session (2,439 once invoked), scanned A, original, MIT.

A game-development guide for using elapsed frame time in FlatRedBall2, a 2D game engine. It covers cooldowns, repeating timers, delays, and timed object removal, including time affected by slow motion.

In plain words
What is it for?
Use it to build attack cooldowns, countdowns, repeating events, and objects that remove themselves after a lifetime.
Why use it?
It helps keep time-based game behavior consistent from frame to frame instead of tying it to a computer's rendering speed. It also distinguishes game-scaled time from real-time behavior such as interface animations.

Skill for Claude CodeCodex

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

Good fit Use it to build attack cooldowns, countdowns, repeating events, and objects that remove themselves after a lifetime.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/timing
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 timing
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 timing

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/timing/github.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/timing)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/timing"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/timing/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 timing

Your own site · 80×15
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/timing"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/timing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,439 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 $0.00051 $0.02439
Opus 5 $0.00026 $0.01220
Sonnet 5 $0.00010 $0.00488
Haiku 4.5 $0.00005 $0.00244

Measured 4d ago against content hash 7f1505601808, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

timing 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.

frb-skills/timing/SKILL.md · 220 lines

How it starts

The opening of the file, as written. The whole thing — 220 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Timing in FlatRedBall2

The engine provides FrameTime to every CustomActivity call. Use time.DeltaSeconds (a float) to drive all time-based logic — cooldowns, repeating events, and entity lifetimes.

FrameTime.SinceGameStart is a TimeSpan (use .TotalSeconds for a float). It's useful for absolute timestamps but the countdown pattern below is simpler for most cases.

Scaled vs. Unscaled Delta

FrameTime carries two per-frame deltas:

  • Delta / DeltaSeconds — multiplied by Engine.Time.TimeScale. This is what you want 99% of the time. If the player triggers slow-mo by setting TimeScale = 0.5f, gameplay using DeltaSeconds slows down with it.
  • UnscaledDelta / UnscaledDeltaSeconds — the raw wall-clock delta, ignoring TimeScale. Use for things that should run at real-world speed regardless of slow-mo or fast-forward: UI animations, debug overlays, screen-shake decay, anything player-facing that would feel wrong if it slowed down with the game world.

"Unscaled" means not multiplied by TimeScale. It does not mean "ignores pause" — both Delta and UnscaledDelta keep advancing while a screen is paused; the difference is purely the scale multiplication. (Pausing is handled separately — see "Pause and Entity.PauseMode" below.)

For cumulative wall-clock time across the whole game, read Engine.Time.UnscaledTimeSinceStart (a TimeSpan).

Pause and Entity.PauseMode

Screen.PauseThisScreen() suppresses entity physics, entity CustomActivity, and collision processing for the screen. Screen.CustomActivity, Gum UI, and input keep running — pause-menu logic still works.

By default, every entity is PauseMode.Pausable and freezes with the screen. To opt an individual entity out of pause suppression — e.g., a cursor entity, parallax background, or animated menu spinner that should keep ticking even while gameplay is frozen — set entity.PauseMode = PauseMode.Always; (typically in CustomInitialize). Its PhysicsUpdate and CustomActivity will run every frame regardless of Screen.IsPaused.

Read the full file on GitHub · 220 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. 4d ago First seen · 220 lines · 51 tokens per session scan A 7f1505601808

Subscribe to this mod's changes

timing is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 51 tokens to every session and 2,439 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.