tile-grid

tile-grid is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 105 tokens per session (1,663 once invoked), scanned A, original, MIT.

A guide to building a tile grid at runtime in FlatRedBall2, a C# game framework. It keeps the grid's game data separate from the graphics drawn for each tile.

In plain words
What is it for?
Use it for procedural cities, dungeons, puzzle boards, and cellular automata, where the game creates the grid while running.
Why use it?
It prevents game logic from depending on what happens to be visible on screen. It also explains how to convert between world positions and tile locations and how to handle large grids.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for procedural cities, dungeons, puzzle boards, and cellular automata, where…

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Install with agentmods
npx agentmods add skills/vchelaru/flatredball2/tile-grid
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 vchelaru/FlatRedBall2 --skill tile-grid
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

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 tile-grid

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/tile-grid.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/tile-grid)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/tile-grid"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tile-grid.svg" alt="Measured on agentmods" height="20"></a>
Per session 105 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,663 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 $0.00105 $0.01663
Opus 5 $0.00053 $0.00831
Sonnet 5 $0.00021 $0.00333
Haiku 4.5 $0.00011 $0.00166

Measured 2d ago against content hash fad6e5dde9ab, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

tile-grid 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 2d 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.

frb-skills/tile-grid/SKILL.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Programmatic Tile Grid

Use this skill when the grid is created at runtime in C#, not loaded from a .tmx file. Typical cases: city builders, procedural dungeons, puzzle games, cellular automata.

If you have a designer-authored level in Tiled, use the levels and tmx skills instead.


Data / Visual Split (Required Pattern)

Keep the authoritative state in a C# array and the visuals as a separate layer. Never derive game logic from what's drawn on screen.

// Data layer — the truth:
public enum TileType { Empty, Road, ZoneR, ZoneC, ZoneI, PowerPlant, WaterTower }

private TileType[,] _tiles;        // [col, row] indexed
private int _cols, _rows;
private float _tileSize;
private Vector2 _gridOrigin;       // world position of tile (0,0) center

// Visual layer — one ColoredRectangleRuntime per visible tile:
private ColoredRectangleRuntime?[,] _visuals;

Always update _tiles first, then sync the visual. Never infer tile type from the visual's color.


Grid Setup

_cols       = 128;
_rows       = 128;
_tileSize   = 16f;
// Center the grid at world origin:
_gridOrigin = new Vector2(-(_cols * _tileSize) / 2f + _tileSize / 2f,
                          -(_rows * _tileSize) / 2f + _tileSize / 2f);

_tiles   = new TileType[_cols, _rows];
_visuals = new ColoredRectangleRuntime[_cols, _rows];

_gridOrigin is the center of tile (0,0). Add col * _tileSize / row * _tileSize to get centers of other tiles.


World ↔ Tile Coordinate Conversion

This is the most-called math in any tile game. Use Math.Floor — not (int) cast — to handle negative world coordinates correctly.

// World position → tile indices (returns false if out of bounds):
bool WorldToTile(Vector2 worldPos, out int col, out int row)
{
    col = (int)Math.Floor((worldPos.X - _gridOrigin.X + _tileSize / 2f) / _tileSize);
    row = (int)Math.Floor((worldPos.Y - _gridOrigin.Y + _tileSize / 2f) / _tileSize);
    return col >= 0 && col < _cols && row >= 0 && row < _rows;
}

// Tile indices → world center position:
Vector2 TileToWorld(int col, int row)
    => new Vector2(_gridOrigin.X + col * _tileSize,
                   _gridOrigin.Y + row * _tileSize);

Read the full file on GitHub · 170 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. 2d ago First seen · 170 lines · 105 tokens per session scan A fad6e5dde9ab

Subscribe to this mod's changes

tile-grid is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 105 tokens to every session and 1,663 once invoked, about $0.0005 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 2026-09-04.