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 dbillion/manim-storytelling-skills --skill manim-dsa-storytellinggit clone --depth 1 https://github.com/dbillion/manim-storytelling-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/dbillion/manim-storytelling-skills/manim-dsa-storytelling)<a href="https://agentmods.dev/skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling"><img src="https://agentmods.dev/badge/skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling/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/dbillion/manim-storytelling-skills/manim-dsa-storytelling"><img src="https://agentmods.dev/badge/skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling.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 | $0.00147 | $0.02470 |
| Opus 5 | $0.00073 | $0.01235 |
| Sonnet 5 | $0.00029 | $0.00494 |
| Haiku 4.5 | $0.00015 | $0.00247 |
Grade A, and why
manim-dsa-storytelling 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.
How it starts
The opening of the file, as written. The whole thing — 138 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Manim DSA Storytelling (brute-force vs optimized)
Relationship to manim-explainer-animations
This is a companion skill, not a replacement. Before writing any scene:
- Read
manim-explainer-animations/SKILL.mdand itsreferences/— it owns the API surface (mobjects, animations, camera, plotting, text, advanced techniques). - Use this file for the story shape: how a brute-vs-optimized comparison should be beat-by-beat, which 3D solids map to which data-structure ideas, and how to stage particle-based data flow so it reads as "the algorithm thinking," not decoration.
The narrative shape (5 acts, ~45-90s total)
A DSA comparison video is a small argument, not a code dump. Every beat exists to answer one question: why does the optimized version win, and what is it doing differently?
- Cold open — the problem, spatially. State the problem as a shape in 3D space before any code appears (e.g. an array as a row of glowing cubes on an axis, a graph as a torus/mesh of nodes). No numbers yet — just "here is the space we're searching."
Code-and-visual duality (non-optional)
The point of this format is that someone can watch it and then go reproduce the algorithm — not just enjoy an abstract animation. Every beat that demonstrates brute-force or optimized behavior MUST show the real source alongside the visualization, not describe it in prose:
- Use a
Codemobject (see manim-explainer-animations/references/text-and-typography.md) loaded with the actual source —code_string=copy-pasted from the real file, not a paraphrase. If the brute-force version doesn't exist in the source repo, write a standard, idiomatic baseline and say so in an on-screen or narration note — never invent an unfaithful "optimized" version either. - Split-screen layout:
Codepanel fixed in frame on one side (e.g. left third/half viaadd_fixed_in_frame_mobjects+to_edge(LEFT)), the 3D data-space visualization occupying the other side. Shift the 3D group (axes + solids) toward the free side so neither overlaps the code. - Sync a highlight, don't just display static code: keep a
SurroundingRectangle(or similar) overcode_obj.code_lines[i]and move it to track whichever line the animation is currently acting out — the comparison line during a brute-force hop, the update line when a running value changes. The highlight is the bridge between "watching a shape move" and "understanding what the code just did." - Swap panels between brute-force and optimized beats (
FadeOutoldCode,FadeInnewCode) — don't try toTransformbetween two different algorithms' source, it reads as morphing nonsense. - If the code is too long to read in the time budget, trim to the relevant function only (still the real function body, not a summary) rather than shrinking font past legibility.
- Brute force — show the search, don't just say it's slow. Animate the brute-force approach as an exhaustive particle sweep: a particle (or swarm) visiting every candidate — every pair, every subarray, every path — using nested loop-driven animations so the O(n^2) or O(n^3) cost is felt as visibly more particle-trips, not just stated in a caption.
- The insight. A single beat, usually text + a highlighted subset of the 3D space, naming the one fact the optimized algorithm exploits (a running sum, a seen-set, a monotonic property). This is the hinge of the whole video — give it a full breath, don't rush past it.
- Optimized — show the shortcut, same space. Re-run the same problem in the same 3D space, but the particle path is short, direct, and often single-pass. Reuse camera angle and axes from beat 1 so the contrast is legible as "same space, different path" rather than "different scene."
- Payoff — the complexity graph. Cut to a 2D plot of both curves (O(n^2) vs O(n), or whatever applies) as input size grows. Let the optimized curve visibly separate from the brute-force curve — this is the "receipts" beat. End on the gap, held.
What ships with it
1 file 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.
- 12d ago First seen · 138 lines · 147 tokens per session scan A acda1ca53e26
manim-dsa-storytelling is a skill published in the GitHub repository dbillion/manim-storytelling-skills (2 stars, last pushed 1mo ago), licensed MIT. It adds 147 tokens to every session and 2,470 once invoked, about $0.0007 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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