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 isometric-pathfindinggit 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/isometric-pathfinding)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-pathfinding"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-pathfinding/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/isometric-pathfinding"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-pathfinding.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 | $0.00030 | $0.00456 |
| Opus 5 | $0.00015 | $0.00228 |
| Sonnet 5 | $0.00006 | $0.00091 |
| Haiku 4.5 | $0.00003 | $0.00046 |
Grade A, and why
isometric-pathfinding 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 10d 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
Isometric Pathfinding
Overview
Pathfinding runs on grid coordinates, not screen pixels. This skill implements A* over the walkable layer with proper diagonal handling so units take natural paths and never cut through blocked corners.
When to Use
- Units or NPCs need to move to a target around obstacles.
- Characters walk through walls or take ugly paths.
- You have a walkable layer and need movement on it.
Process
- Run A* on grid coords using the tilemap walkable layer.
- Define neighbors: 4-way or 8-way; for 8-way, forbid cutting blocked corners.
- Use an admissible heuristic (octile distance for 8-way).
- Return a path of grid tiles, then convert to screen with
isometric-grid-math. - Smooth the path (string-pulling) to avoid zig-zag.
- Recompute or repath when the map or target changes.
- Cap search cost (node budget) for large maps.
heuristic (octile): dx=|x1-x2|, dy=|y1-y2|; h = (dx+dy) + (1.414-2)*min(dx,dy)
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "Straight-line movement is fine" | Units will walk into walls. Use A* on the walkable layer. |
| "Corner cutting looks fine" | Units clip through diagonal walls. Forbid blocked-corner cuts. |
Red Flags - STOP if you catch yourself:
- Pathfinding on screen coords instead of grid coords.
- Allowing diagonal moves through blocked corners.
- No node budget so large maps freeze.
Verification
You are NOT done until every box is checked:
- A* finds paths around obstacles on the walkable layer.
- Diagonal moves never cut blocked corners.
- Path converts correctly back to screen positions.
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.
- 10d ago First seen · 53 lines · 30 tokens per session scan A 40f75db79a7e
isometric-pathfinding is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 28d ago), licensed MIT. It adds 30 tokens to every session and 456 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
threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
threejs-world-generation
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage.…
sound-effects
Generate sound effects from text descriptions using ElevenLabs. Use when creating sound effects, generating audio textures, producing ambient sounds, cinematic impacts, UI sounds, or any audio that isn't speech. Supports looping, duration control, and prompt influence tuning.
character-animation-qa
Review local character animation with schema checks, Playwright browser previews, frame sampling, and FFmpeg/ffprobe final output checks.
pose-library-design
Design reusable 2D character pose libraries, action cycles, and expression states for data-driven animation.
unreal-actor-editing
Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.