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
Install
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
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.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
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
using-isometric-skills
0xheycat
Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
spritesheet-atlas-packing
0xheycat
Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
tilemap-data-format
0xheycat
Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
transparent-cutout-cleanup
0xheycat
Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
godot4-isometric-tilemap
0xheycat
Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-art-direction
0xheycat
Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
SkillCFreshness: C★ 40Claude Code +9
Signals
- 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
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
Cite this page
isometric-pathfinding skill. Agent Mart. https://agentmart.dev/skills/0xheycat-isometric-pathfinding (last updated 2026-10-24)