manim-dsa-storytelling

manim-dsa-storytelling is a skill for Claude Code, Codex from dbillion/manim-storytelling-skills. It costs 147 tokens per session (2,470 once invoked), scanned A, original, MIT.

A Manim video format for explaining why an improved algorithm beats a brute-force one. Manim is a tool for creating animated mathematical visuals; the format uses 3D data-structure metaphors, moving particles, and complexity graphs.

In plain words
What is it for?
Use it to create roughly 45–90 second explainers that compare brute-force and optimized algorithms, show data flow in a 3D space, map solids to data structures, and visualize the complexity payoff.
Why use it?
It turns an algorithm comparison into a visual explanation of the problem, the different approaches, and the reason the optimized approach saves work. The story is designed to teach the idea rather than display code alone.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create roughly 45–90 second explainers that compare brute-force and optimized algorithms, show data flow in a 3D space, map solids to data structures, and visualize the complexity payoff.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling
Install

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.

Any agent
npx skills add dbillion/manim-storytelling-skills --skill manim-dsa-storytelling
Clone the repo
git clone --depth 1 https://github.com/dbillion/manim-storytelling-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for manim-dsa-storytelling

README.md
[![agentmods](https://agentmods.dev/badge/skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling/github.svg)](https://agentmods.dev/skills/dbillion/manim-storytelling-skills/manim-dsa-storytelling)
Your own site
<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.

agentmods 80×15 button for manim-dsa-storytelling

Your own site · 80×15
<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>
Per session 147 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,470 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 12d ago against content hash acda1ca53e26, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 1 executable file (examples/brute_vs_optimized_kadane.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

manim-dsa-storytelling/SKILL.md · 138 lines

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:

  1. Read manim-explainer-animations/SKILL.md and its references/ — it owns the API surface (mobjects, animations, camera, plotting, text, advanced techniques).
  2. 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?

  1. 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 Code mobject (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: Code panel fixed in frame on one side (e.g. left third/half via add_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) over code_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 (FadeOut old Code, FadeIn new Code) — don't try to Transform between 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.
  1. 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.
  2. 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.
  3. 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."
  4. 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.

Read the full file on GitHub · 138 lines

Files

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.

Changes

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.

  1. 12d ago First seen · 138 lines · 147 tokens per session scan A acda1ca53e26

Subscribe to this mod's changes

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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