game-tilesets

game-tilesets is a skill for Claude Code from ourobx/agent-ebpf. It costs 54 tokens per session (694 once invoked), scanned A, original, MIT.

A guide for creating game tilesets and seamless textures. Tilesets are collections of small images used to build repeating terrain, platforms, and transitions such as grass changing into dirt.

In plain words
What is it for?
Use it to make tileable textures, terrain transitions, autotiles, and ground or platform tiles, then check real repeated layouts.
Why use it?
It helps prevent visible seams, repeated patterns, and mismatched edges when tiles are placed next to each other.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Good fit Use it to make tileable textures, terrain transitions, autotiles, and ground or platform tiles, then check real repeated layouts.

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Install with agentmods
npx agentmods add skills/ourobx/agent-ebpf/game-tilesets
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 ourobx/agent-ebpf --skill game-tilesets
Clone the repo
git clone --depth 1 https://github.com/ourobx/agent-ebpf

Made for: Claude Code.

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 game-tilesets

README.md
[![agentmods](https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-tilesets/github.svg)](https://agentmods.dev/skills/ourobx/agent-ebpf/game-tilesets)
Your own site
<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.

agentmods 80×15 button for game-tilesets

Your own site · 80×15
<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>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 694 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 $0.00054 $0.00694
Opus 5.5 $0.00022 $0.00278
Sonnet 5.5 $0.00011 $0.00139
Haiku 4.5 $0.00005 $0.00069

Measured 1mo ago against content hash 38eb784765e1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

v2/.grok/skills/game-tilesets/SKILL.md · 66 lines

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.

Read the full file on GitHub · 66 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. 1mo ago First seen · 66 lines · 54 tokens per session scan A 38eb784765e1

Subscribe to this mod's changes

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.

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