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 vchelaru/FlatRedBall2 --skill tile-node-networkgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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/vchelaru/flatredball2/tile-node-network)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/tile-node-network"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tile-node-network/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/vchelaru/flatredball2/tile-node-network"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/tile-node-network.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00050 | $0.01016 |
| Opus 5 | $0.00025 | $0.00508 |
| Sonnet 5 | $0.00010 | $0.00203 |
| Haiku 4.5 | $0.00005 | $0.00102 |
Grade A, and why
tile-node-network 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.
How it starts
The opening of the file, as written. The whole thing — 112 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tile Node Network (A* Pathfinding)
Key Types
FlatRedBall2.AI.TileNodeNetwork— the grid; builds and queries the A* graphFlatRedBall2.AI.TileNode— one cell; hasPosition,Tag,NeighborsFlatRedBall2.AI.DirectionalType—Four(cardinal only) orEight(+ diagonals)
Standard Setup
The standard FlatRedBall2 tile size is 16 units. Node origins are offset by half a tile from the TileShapes corner, so node centers fall at 8, 24, 40, … (i.e. tileCollection.X + 8, tileCollection.Y + 8).
var network = new TileNodeNetwork(
xOrigin: tilesOriginX + 8f, // center of first column
yOrigin: tilesOriginY + 8f, // center of bottom row
gridSpacing: 16f,
xCount: gridCols,
yCount: gridRows,
directionalType: DirectionalType.Eight);
network.FillCompletely();
// Remove nodes where walls are (call after all wall tiles are placed)
foreach (var (col, row) in wallCells)
network.RemoveAt(col, row);
// For 8-way: prevent squeezing diagonally through wall corners
network.EliminateCutCorners();
Getting a Path
// Allocating — returns a new List<Vector2>
List<Vector2> path = network.GetPath(startNode, endNode);
// Non-allocating — clears and fills an existing list; returns true if path found
bool found = network.GetPath(startNode, endNode, _path);
The start node is excluded; the end node is the last entry. Returns empty / false if no path exists.
Finding Nodes
TileNode? node = network.NodeAt(col, row); // by grid index, null if empty
TileNode? node = network.NodeAtWorld(worldX, worldY); // by world position, null if empty
TileNode? node = network.GetClosestNode(worldX, worldY); // nearest occupied node
Use GetClosestNode to find the start/end nodes from entity world positions.
TileNode.Tag
Attach game data to nodes (terrain type, waypoint markers, etc.):
node.Tag = MyTerrainType.Mud;
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.
- 4d ago First seen · 112 lines · 50 tokens per session scan A c085d326f0ab
tile-node-network is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 50 tokens to every session and 1,016 once invoked, about $0.0003 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.
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