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isometric-pathfinding

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

Skill by 0xheycat

IndexedMIT★ 40
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xheycat-isometric-pathfinding

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About

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

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • codeload.github.com · found in install command

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  • ~/.claude/skills/isometric-pathfinding

What's inside

Skill name
isometric-pathfinding
Description
Use when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.
License
MIT
Instructions
48 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# 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.

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

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Stars
40
Forks
5
Open issues
3
Last commit (this folder)
Jun 10, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

isometric-pathfinding skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-pathfinding (last updated 2026-10-24)