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 ourobx/agent-ebpf --skill game-tilesetsgit clone --depth 1 https://github.com/ourobx/agent-ebpfWrote 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/ourobx/agent-ebpf/game-tilesets)<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-tilesets"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-tilesets/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/ourobx/agent-ebpf/game-tilesets"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-tilesets.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 | $0.00054 | $0.00694 |
| Opus 5.5 | $0.00022 | $0.00278 |
| Sonnet 5.5 | $0.00011 | $0.00139 |
| Haiku 4.5 | $0.00005 | $0.00069 |
Grade A, and why
game-tilesets 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 1mo 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tilesets
A tile's job is invisibility in repetition. Users state WHAT they need, not how — apply everything here even when the request never mentions it. Judge everything by "will the player notice the grid?"
1. Seamless single tiles
- Prompt for UNIFORM stochastic texture: even density, even lighting, no shadows with direction, "the pattern continues off every edge".
- The repetition killer is any distinctive motif — one recognizable clump, flower, or rock repeats forever. Prompt for anonymous texture; verify by hunting for anything you could point at twice.
- MANDATORY check: composite a real 2×2 repeat with PIL to a throwaway file and view it. Look for (a) seam lines at the joins, (b) any motif you can spot in all four quadrants, (c) large-scale tone gradients that create checkerboarding. Any of the three = retry.
2. Transition tilesets (grass→dirt etc.)
- Prompt it as ONE continuous painted image that happens to be sliceable — never as "tiles", "cells with borders", or anything inviting separated sticker-tiles with gaps. Cells must be filled edge-to-edge, painted content flowing across cell boundaries so adjacent tiles genuinely match.
- Layout for a 3×3: center = pure inner material; edge cells = straight transitions facing outward; corner cells = outer corners. Verify DIRECTIONALITY per cell (top-center's grass is along its top edge, etc.).
3. Rotation economy — make fewer, better tiles
If lighting is neutral (pure top-down, no directional shading), one straight edge and one outer corner can be ROTATED in-engine to produce all four of each. So when the tile count is yours to choose:
- Produce: 1 center fill, 1 straight edge, 1 outer corner, 1 inner corner — then spend the remaining budget on VARIATIONS of the center fill (2–3 anonymous variants breaks up repetition far better than 4 identical rotated edges).
- CAVEAT — rotation only works when nothing in the art encodes direction: no directional light, no gravity cues (hanging grass blades, drips), no text/emblems. Side-view (platformer) tiles almost always encode gravity and light, so they need all orientations painted individually. State in your delivery notes which tiles are rotation-safe.
- If the request explicitly fixes the grid (e.g. "3×3 with all 8 transitions"), deliver exactly that — mention rotation economy in notes, don't unilaterally change the deliverable.
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.
- 1mo ago First seen · 66 lines · 54 tokens per session scan A 38eb784765e1
game-tilesets is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 694 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-04.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.