world

world is a skill for Claude Code, Codex from plausibleventures/lattice. It costs 80 tokens per session (5,060 once invoked), scanned A, original, MIT.

A toolkit for building and navigating an isometric game world with terrain, roads, paths, elevation, and tile selection. Isometric means a 2D view that represents a 3D-like map.

In plain words
What is it for?
Use it to add hills, rivers, coastlines, roads, and routes; move characters or crowds along paths; create endless maps; and fix diagonal movement or incorrect tile selection.
Why use it?
It prevents common mistakes when converting between the map grid, game world, and screen coordinates. It also handles height-aware picking and movement so characters and taps match the terrain.

Skill for Claude CodeCodex

Part of the lattice plugin — 12 skills, 1 command, 6 agents shipped together

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/plausibleventures/lattice/world
Any agent
npx skills add plausibleventures/lattice --skill world
Clone the repo
git clone --depth 1 https://github.com/plausibleventures/lattice

Made for: Claude Code, Codex.

Or install lattice, the plugin that ships this one along with the rest of its 12 skills, 1 command, 6 agents.

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 world

README.md
[![agentmods](https://agentmods.dev/badge/skills/plausibleventures/lattice/world.svg)](https://agentmods.dev/skills/plausibleventures/lattice/world)
Your own site
<a href="https://agentmods.dev/skills/plausibleventures/lattice/world"><img src="https://agentmods.dev/badge/skills/plausibleventures/lattice/world.svg" alt="Measured on agentmods" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,060 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 $0.00080 $0.05060
Opus 5 $0.00040 $0.02530
Sonnet 5 $0.00016 $0.01012
Haiku 4.5 $0.00008 $0.00506

Measured 4d ago against content hash 6ab06c0d3ba3, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

world 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.

skills/world/SKILL.md · 394 lines

How it starts

The opening of the file, as written. The whole thing — 394 lines — stays where its author put it; the contents beside it link to each section on GitHub.

The world

Three coordinate spaces — grid, world, screen — and every operation here is only correct because it knows which one it is in. Game code never converts between them by hand; every conversion is a named function that takes an output parameter.

Two facts that decide most of what follows:

  • Tile lookup floors, never rounds. Rounding snaps to the nearest lattice vertex and picks the wrong tile for three quarters of every diamond.
  • Elevation lives on grid vertices, not tile centers. Adjacent tiles therefore share their corner values exactly and cannot leave a seam — and once z exists the projection is no longer invertible, so picking has to be terrain-aware. That is the biggest trap in this skill and it has its own section.

Ground, and height on it

import { TileGrid, footprintBase, heightAt, slopeAt, tileSourceOf } from '@latticekit/iso';
import type { Footprint, HeightField } from '@latticekit/iso';
import { fbm2 } from '@latticekit/core';

const W = 96;
const H = 96;

// One value per grid VERTEX, so the grid is one wider than the tile map in each axis.
const heights = new TileGrid(W + 1, H + 1);
heights.fillFrom((gx, gy) => Math.max(0, fbm2(1234, gx * 0.04, gy * 0.04, 4) * 8));

/** `stepPx` is world pixels per height unit — the one conversion between the game's units
 *  and the projection's. 8 means a ridge of 5 units stands 40 world pixels proud. */
const land: HeightField = { heights, stepPx: 8 };

/** The tallest ground on the map, in world pixels. Camera framing and the terrain cull both
 *  need it, and both are silently wrong without it. Compute it once, at generation. */
export const MAX_HEIGHT_PX = 8 * 8;

export function groundUnder(f: Footprint): number {
  // The MAXIMUM vertex height under the footprint, not the mean: a building resting on the mean
  // of a slope has one corner buried in the hill and one floating.
  return footprintBase(land, f);
}

export function walkCost(gx: number, gy: number): number {
  return 1 + slopeAt(land, gx, gy) * 2;      // steeper ground costs more to cross
}

export function surfaceAt(gx: number, gy: number): number {
  return heightAt(land, gx, gy);             // bilinear, in world pixels
}

/** An unbounded world: a function is defined everywhere, so it has no edge and costs no
 *  memory. Everything is a pure function of (seed, gx, gy) — see the warning below. */
export const endless: HeightField = {
  heights: tileSourceOf((gx, gy) => Math.max(0, fbm2(1234, gx * 0.04, gy * 0.04, 4) * 8)),
  stepPx: 8,
};

Read the full file on GitHub · 394 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 · 394 lines · 80 tokens per session scan A 6ab06c0d3ba3

Subscribe to this mod's changes

world is a skill published in the GitHub repository plausibleventures/lattice (35 stars, last pushed 12d ago), licensed MIT. It adds 80 tokens to every session and 5,060 once invoked, about $0.0004 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 2026-08-30.