# Isometric Pathfinding

> Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.

- **Type:** Skill
- **Install:** `agentstack add skill-0xheycat-isometric-game-skills-isometric-pathfinding`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [0xheycat](https://agentstack.voostack.com/s/0xheycat)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [0xheycat](https://github.com/0xheycat)
- **Source:** https://github.com/0xheycat/isometric-game-skills/tree/master/skills/isometric-pathfinding
- **Website:** https://0xheycat.github.io/isometric-game-skills/demo/

## Install

```sh
agentstack add skill-0xheycat-isometric-game-skills-isometric-pathfinding
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## 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

1. Run A* on grid coords using the tilemap walkable layer.
2. Define neighbors: 4-way or 8-way; for 8-way, forbid cutting blocked corners.
3. Use an admissible heuristic (octile distance for 8-way).
4. Return a path of grid tiles, then convert to screen with `isometric-grid-math`.
5. Smooth the path (string-pulling) to avoid zig-zag.
6. Recompute or repath when the map or target changes.
7. Cap search cost (node budget) for large maps.

```text
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](https://github.com/0xheycat)
- **Source:** [0xheycat/isometric-game-skills](https://github.com/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.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-0xheycat-isometric-game-skills-isometric-pathfinding
- Seller: https://agentstack.voostack.com/s/0xheycat
- Browse the marketplace: https://agentstack.voostack.com/browse

---
Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
