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 0xheycat/isometric-game-skills --skill canvas2d-isometric-renderergit clone --depth 1 https://github.com/0xheycat/isometric-game-skillsWrote 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/0xheycat/isometric-game-skills/canvas2d-isometric-renderer)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer/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/0xheycat/isometric-game-skills/canvas2d-isometric-renderer"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer.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 | $0.00031 | $0.00439 |
| Opus 5 | $0.00015 | $0.00219 |
| Sonnet 5 | $0.00006 | $0.00088 |
| Haiku 4.5 | $0.00003 | $0.00044 |
Grade A, and why
canvas2d-isometric-renderer 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
Canvas2D Isometric Renderer
Overview
This skill builds the core render loop: draw ground tiles back-to-front, then depth-sorted objects, using the grid math transform and the atlas. It is the backbone every gameplay skill plugs into.
When to Use
- You need to actually draw the isometric world.
- Tiles or sprites render in the wrong order.
- You are wiring grid math + atlas into a render loop.
Process
- Use
isometric-grid-mathfor all coordinate conversions. - Draw ground tiles in back-to-front order (by row+col).
- Draw objects/characters AFTER tiles, sorted by depth (see
depth-sorting-occlusion). - Source every image from the atlas (see
spritesheet-atlas-packing). - Apply the camera transform once per frame (see
camera-pan-zoom-controls). - Only draw tiles within the visible viewport (culling).
- Keep the draw loop pure - no allocations per frame.
for (const tile of tilesInView) drawTile(tile);
for (const obj of sortByDepth(objectsInView)) drawSprite(obj);
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "I will draw everything every frame" | Drawing off-screen tiles wastes the frame budget. Cull. |
| "Order does not matter much" | Wrong order = objects behind walls. Sort every frame. |
Red Flags - STOP if you catch yourself:
- Drawing the entire map instead of the viewport.
- Allocating arrays/objects inside the draw loop.
- No separation between tile pass and object pass.
Verification
You are NOT done until every box is checked:
- Ground tiles draw back-to-front correctly.
- Objects draw after tiles in depth order.
- Only visible tiles are drawn (culling works).
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 · 54 lines · 31 tokens per session scan A ec0a83e1827b
canvas2d-isometric-renderer is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 31 tokens to every session and 439 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.
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