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 woliveiras/geremmyas --skill procedural-generation-2dgit clone --depth 1 https://github.com/woliveiras/geremmyasWrote 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/woliveiras/geremmyas/procedural-generation-2d)<a href="https://agentmods.dev/skills/woliveiras/geremmyas/procedural-generation-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/procedural-generation-2d/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/woliveiras/geremmyas/procedural-generation-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/procedural-generation-2d.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 | $0.00474 |
| Opus 5 | $0.00027 | $0.00237 |
| Sonnet 5 | $0.00011 | $0.00095 |
| Haiku 4.5 | $0.00005 | $0.00047 |
Grade A, and why
procedural-generation-2d 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 12d 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 — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Generation 2D
Generate semantic game data deterministically, validate it, then map it to engine resources and visuals.
Define the generation contract
- Inspect engine version, map representation, tile size, collision and navigation rules, content catalogs, and save compatibility.
- Define inputs: seed, generator version, catalog version, dimensions, difficulty, biome, and required landmarks.
- Define outputs as semantic layers rather than atlas coordinates.
- List hard invariants and soft quality goals separately.
- Choose the simplest algorithm family that meets the topology.
Load references
- Read generation-and-validation.md for deterministic streams, pipeline stages, algorithms, and validators.
- For Phaser, also read phaser.md.
- For Godot, also read godot.md.
- Use
$game-art-2dfor tileset topology,$game-ai-2dfor encounter behavior, and$game-testing-2dfor property tests.
Build a staged generator
- Generate topology.
- Reserve critical route, entrance, exit, landmarks, and protected cells.
- Validate connectivity and clearances.
- Place gameplay content from semantic catalogs.
- Add cosmetics with an independent random stream.
- Emit canonical output plus diagnostics and a stable hash.
- Fail with actionable reasons or retry under an explicit bounded policy.
Verify
- Re-run identical inputs and compare canonical hashes.
- Run many seeds and retain the smallest failing seed.
- Verify catalog additions do not perturb unrelated topology.
- Visualize layers, connectivity, sockets, and rejected placements.
- Playtest variety, pacing, readability, and exploitability separately from structural validity.
Guardrails
- Do not use global randomness.
- Do not let render iteration order affect generation.
- Do not encode gameplay rules in atlas coordinates.
- Do not retry forever or silently accept invalid output.
- Do not claim quality from connectivity tests alone.
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 50 lines · 54 tokens per session scan A 495f126ffd32
procedural-generation-2d is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 474 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 2026-08-31.
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