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 vucinatim/air-jam --skill game-state-and-renderinggit clone --depth 1 https://github.com/vucinatim/air-jamWrote 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/vucinatim/air-jam/game-state-and-rendering)<a href="https://agentmods.dev/skills/vucinatim/air-jam/game-state-and-rendering"><img src="https://agentmods.dev/badge/skills/vucinatim/air-jam/game-state-and-rendering/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/vucinatim/air-jam/game-state-and-rendering"><img src="https://agentmods.dev/badge/skills/vucinatim/air-jam/game-state-and-rendering.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00040 | $0.00297 |
| Opus 5 | $0.00020 | $0.00148 |
| Sonnet 5 | $0.00008 | $0.00059 |
| Haiku 4.5 | $0.00004 | $0.00030 |
Grade A, and why
game-state-and-rendering 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 12d 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.
What it actually says
Game State And Rendering
Use this skill when a task touches state ownership, per-frame updates, or rendering hot paths.
Read First
docs/airjam/generated/state-and-rendering.mddocs/airjam/generated/input-system.mddocs/airjam/generated/networked-state.md
Core Rules
- keep input in the input lane
- keep authoritative shared truth in replicated state
- keep coarse UX/system events in signals
- keep per-frame mutable values out of React state when React rendering is not needed
- use narrow Zustand selectors
Decision Guide
Use:
- replicated state for replayable shared truth
- local UI state for local view concerns
- refs for hot mutable runtime values
- pure domain modules for rules and calculations
R3F / Three Guidance
- avoid per-frame React rerenders
- mutate refs in frame handlers when appropriate
- keep scene integration separate from domain decisions
Anti-Patterns
- using store actions for high-frequency input
- using React state as the simulation engine
- selecting whole stores throughout the tree
- mixing debug state into hot loops
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.
- 12d ago First seen · 45 lines · 40 tokens per session scan A c9b88300f6a2
game-state-and-rendering is a skill published in the GitHub repository vucinatim/air-jam (6 stars, last pushed 3d ago), licensed MIT. It adds 40 tokens to every session and 297 once invoked, about $0.0002 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 2026-08-31.
Other skills, from other repositories
design-lenses
Critique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.
teach-me
Teach the user to build browser games themselves across sessions, by building real games together. Not for building a game for them.
gaming-expert
Build comprehensive game systems including gameplay mechanics, multiplayer infrastructure, analytics tracking, and monetization features. Use when the user mentions game development, Unity or Unreal, gameplay mechanics, multiplayer netcode, game analytics, or in-game monetization.
pc-games
PC and console game development principles. Engine selection, platform features, optimization strategies.
game-development
Game development orchestrator. Routes to platform-specific skills based on project needs.
game-design
Game design principles. GDD structure, balancing, player psychology, progression.