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 agentmods add skills/hermeticormus/libregamedev-claude-code/level-design-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill level-design-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/level-design-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/level-design-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/level-design-patterns.svg" alt="Measured on agentmods" 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 | $0.00000 | $0.01686 |
| Opus 5 | $0.00000 | $0.00843 |
| Sonnet 5 | $0.00000 | $0.00337 |
| Haiku 4.5 | $0.00000 | $0.00169 |
Grade A, and why
level-design-patterns 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 4d 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 — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level Design Patterns
Godot TileMap Configuration
# TileMap setup and painting at runtime
class_name LevelTileMap extends TileMap
const LAYER_GROUND: int = 0
const LAYER_DECOR: int = 1
const SOURCE_ID: int = 0 # TileSet source index
func paint_tile(pos: Vector2i, atlas_x: int, atlas_y: int, layer: int = LAYER_GROUND) -> void:
set_cell(layer, pos, SOURCE_ID, Vector2i(atlas_x, atlas_y))
func clear_tile(pos: Vector2i, layer: int = LAYER_GROUND) -> void:
erase_cell(layer, pos)
func get_terrain_type(pos: Vector2i) -> StringName:
var tile_data: TileData = get_cell_tile_data(LAYER_GROUND, pos)
if tile_data:
return tile_data.get_custom_data(&"terrain_type") as StringName
return &""
# Terrain autotile: paint using terrain set instead of individual atlas coords
func paint_terrain_region(positions: Array[Vector2i], terrain_set: int, terrain: int) -> void:
set_cells_terrain_connect(LAYER_GROUND, positions, terrain_set, terrain)
NavigationRegion3D Baking Parameters
# Configure NavMesh baking for specific agent types
@tool
class_name NavMeshConfigurator extends EditorScript
func configure_for_humanoid(nav_region: NavigationRegion3D) -> void:
var mesh := NavigationMesh.new()
# Agent dimensions
mesh.agent_radius = 0.5 # Half character width
mesh.agent_height = 1.8 # Character height
mesh.agent_max_climb = 0.35 # Step height (stair riser)
mesh.agent_max_slope = 45.0 # Max walkable slope degrees
# Mesh generation precision
mesh.cell_size = 0.25 # Smaller = more precise, slower bake
mesh.cell_height = 0.1
# Filtering
mesh.filter_low_hanging_obstacles = true
mesh.filter_ledge_spans = true
mesh.filter_walkable_low_height_spans = true
nav_region.navigation_mesh = mesh
func bake_async(nav_region: NavigationRegion3D) -> void:
# Bake on background thread to avoid frame hitches
nav_region.bake_navigation_mesh(true) # true = on_thread
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.
- 4d ago First seen · 180 lines · 0 tokens per session scan A 3c21ec9c0f0d
level-design-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,686 tokens. 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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