agentleFS
MRCalderon3DMRCalderon3D/everything-game-dev-code/.codex/AGENTS.md

everything-game-dev-code

AGENTS.md105 starsChanged 8 months agoMITView on GitHub

If a $imagegen output becomes a real project asset, move the accepted file into the workspace and keep the naming and folder conventions defined by the relevant art pipeline skill.

The file

Show its rules and text

We split this AGENTS.md into the rules it gives an agent

16 rules. About 0 are common, 4 are distinctive, and 12 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 12

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use engine-neutral guidance by default.

    line 9
  2. Distinctive:

    Only load one engine-specific rule/skill family at a time unless the task is explicitly comparative research.

    line 10
  3. Very specific:

    Start from commands/ if the task maps to a named workflow.

    line 13
  4. Very specific:

    Use agents/ to pick role ownership.

    line 14
  5. Very specific:

    Use skills/ for repeatable execution patterns.

    line 15
  6. Very specific:

    Use rules/common/ plus one engine layer if implementation is engine-specific.

    line 16
  7. Distinctive:

    Keep docs, QA, telemetry, and release implications explicit.

    line 17
  8. Very specific:

    When a user types a scaffold command such as /plan, /verify, or /unity-review, resolve it to commands/<name>.md, read that file, and …

    line 20
  9. Very specific:

    Use .codex/config.toml profiles for scaffold-oriented model and approval defaults.

    line 23
  10. Very specific:

    Use codex review for code-review workflows when the user asks for a review.

    line 24
  11. Very specific:

    Use codex exec for repeatable non-interactive validation or automation when appropriate.

    line 25
  12. Very specific:

    Use codex mcp for external tool servers described by mcp-configs/.

    line 26
  13. Very specific:

    Use $imagegen for raster-first asset generation or bitmap edits when the task is better served by PNG/WebP-style output than by repo-native …

    line 27
  14. Very specific:

    Use Codex skills or plugins only as packaging layers over the shared skills/ source of truth.

    line 28
  15. Very specific:

    If a $imagegen output becomes a real project asset, move the accepted file into the workspace and keep the naming and folder conventions …

    line 30
  16. Distinctive:

    Never mix Unity, Unreal, Godot, and web implementation advice in the same production task.

    line 33

≈ “Common” is an estimate: at least 1 in 5 of the 40,246 AGENTS.md files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
AGENTS.md

AGENTS.md for Codex

Project purpose

This repository is a game-development agent scaffold with shared layers for rules, agents, commands, skills, contexts, hooks, and harness adapters.

Instruction hierarchy

  • Root-level project guidance belongs in this file and in the repo's main AGENTS.md.
  • Shared workflow logic lives in agents/, commands/, skills/, and rules/.
  • Use engine-neutral guidance by default.
  • Only load one engine-specific rule/skill family at a time unless the task is explicitly comparative research.

How to work in this repo

  1. Start from commands/ if the task maps to a named workflow.
  2. Use agents/ to pick role ownership.
  3. Use skills/ for repeatable execution patterns.
  4. Use rules/common/ plus one engine layer if implementation is engine-specific.
  5. Keep docs, QA, telemetry, and release implications explicit.

Command handling

When a user types a scaffold command such as /plan, /verify, or /unity-review, resolve it to commands/<name>.md, read that file, and execute the workflow it defines. Treat .codex/commands/ files as thin compatibility wrappers only.

Codex surfaces

  • Use .codex/config.toml profiles for scaffold-oriented model and approval defaults.
  • Use codex review for code-review workflows when the user asks for a review.
  • Use codex exec for repeatable non-interactive validation or automation when appropriate.
  • Use codex mcp for external tool servers described by mcp-configs/.
  • Use $imagegen for raster-first asset generation or bitmap edits when the task is better served by PNG/WebP-style output than by repo-native code, SVG, or procedural placeholders.
  • Use Codex skills or plugins only as packaging layers over the shared skills/ source of truth.

If a $imagegen output becomes a real project asset, move the accepted file into the workspace and keep the naming and folder conventions defined by the relevant art pipeline skill.

Engine isolation

Never mix Unity, Unreal, Godot, and web implementation advice in the same production task.

Expected outputs

  • plans with owners and risks
  • design and technical docs when needed
  • implementation that respects the chosen engine layer
  • verification notes and doc updates when behavior changes

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Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.