level-design-patterns

level-design-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (1,686 once invoked), scanned A, original, MIT.

A Godot game-development guide for building levels with tile maps and setting up navigation meshes, which describe where game characters can move.

In plain words
What is it for?
Use it to paint, clear, and identify tiles at runtime, connect terrain automatically, and configure navigation baking for different character types.
Why use it?
It reduces the manual work of placing tiles and configuring movement areas. It also helps keep terrain data and navigation settings consistent.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/level-design-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill level-design-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

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 level-design-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/level-design-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/level-design-patterns)
Your own site
<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>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,686 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.01686
Opus 5 $0.00000 $0.00843
Sonnet 5 $0.00000 $0.00337
Haiku 4.5 $0.00000 $0.00169

Measured 4d ago against content hash 3c21ec9c0f0d, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

plugins/level-design/skills/level-design-patterns/SKILL.md · 180 lines

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)
# 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

Read the full file on GitHub · 180 lines

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. 4d ago First seen · 180 lines · 0 tokens per session scan A 3c21ec9c0f0d

Subscribe to this mod's changes

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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