Install
$ agentstack add skill-0xheycat-isometric-game-skills-isometric-pathfinding ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Isometric Pathfinding
Overview
Pathfinding runs on grid coordinates, not screen pixels. This skill implements A* over the walkable layer with proper diagonal handling so units take natural paths and never cut through blocked corners.
When to Use
- Units or NPCs need to move to a target around obstacles.
- Characters walk through walls or take ugly paths.
- You have a walkable layer and need movement on it.
Process
- Run A* on grid coords using the tilemap walkable layer.
- Define neighbors: 4-way or 8-way; for 8-way, forbid cutting blocked corners.
- Use an admissible heuristic (octile distance for 8-way).
- Return a path of grid tiles, then convert to screen with
isometric-grid-math. - Smooth the path (string-pulling) to avoid zig-zag.
- Recompute or repath when the map or target changes.
- Cap search cost (node budget) for large maps.
heuristic (octile): dx=|x1-x2|, dy=|y1-y2|; h = (dx+dy) + (1.414-2)*min(dx,dy)
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "Straight-line movement is fine" | Units will walk into walls. Use A* on the walkable layer. | | "Corner cutting looks fine" | Units clip through diagonal walls. Forbid blocked-corner cuts. |
Red Flags - STOP if you catch yourself:
- Pathfinding on screen coords instead of grid coords.
- Allowing diagonal moves through blocked corners.
- No node budget so large maps freeze.
Verification
You are NOT done until every box is checked:
- [ ] A* finds paths around obstacles on the walkable layer.
- [ ] Diagonal moves never cut blocked corners.
- [ ] Path converts correctly back to screen positions.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: 0xheycat
- Source: 0xheycat/isometric-game-skills
- License: MIT
- Homepage: https://0xheycat.github.io/isometric-game-skills/demo/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.