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 xonovex/platform --skill game-networking-guidegit clone --depth 1 https://github.com/xonovex/platformWrote 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/xonovex/platform/game-networking-guide)<a href="https://agentmods.dev/skills/xonovex/platform/game-networking-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/game-networking-guide/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/xonovex/platform/game-networking-guide"><img src="https://agentmods.dev/badge/skills/xonovex/platform/game-networking-guide.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 | $0.00123 | $0.01236 |
| Opus 5 | $0.00062 | $0.00618 |
| Sonnet 5 | $0.00025 | $0.00247 |
| Haiku 4.5 | $0.00012 | $0.00124 |
Grade A, and why
game-networking-guide 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 today.
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 — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game networking Guidelines
API-agnostic architecture for real-time multiplayer over an unreliable network: how participants are modeled and who owns state, what to put on the wire, and how reliability is layered on UDP. This skill replicates a typed world, see data-model-guide for the object/id model, ecs-guide for the component model, and data-oriented-design-guide for packing wire data.
Essentials
- Nodes form a graph, topology is data - Model each participant as a simulation bound to an address; keep client/server-vs-peer and accept/own/replicate as per-node config, not baked-in protocol, see references/topology-and-authority.md
- One owner per object - Exactly one node is the source of truth for a networked object and replicates it; others apply received updates read-only, see references/topology-and-authority.md
- Replicate opted-in state - Replication is a per-component capability plus a per-object flag; the owner watches for changes and sends only to interested nodes, see references/state-replication.md
- Guarantee per packet type, over UDP - Open one-way pipes between nodes; tag every payload with a type that carries its delivery guarantee (unreliable / ordered / reliable), see references/transport-and-channels.md
Replicating world state
- Two-level opt-in - A component declares whether/how it replicates; each object must also be flagged, or nothing is sent, see references/state-replication.md
- Cheap default, optimize by description - Default to a whole-component blob; supply a field layout and per-field watch cadence to send only changed members, see references/state-replication.md
- Baselines and acks - Reuse the save/load apply path for replication and watch ack/out-of-order counts, see references/delta-and-snapshots.md
What ships with it
8 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.
- today First seen · 50 lines · 123 tokens per session scan A 79ada7047809
game-networking-guide is a skill published in the GitHub repository xonovex/platform (5 stars, last pushed 2d ago), licensed MIT. It adds 123 tokens to every session and 1,236 once invoked, about $0.0006 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 2026-09-08.
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