Isometric Pathfinding
SkillMonitoring & opsUse when units must navigate an isometric grid around obstacles using A* on the walkable layer with correct iso neighbor rules.
Use Isometric Pathfinding in Claude, ChatGPT or Ahel Desktop
Free. Sign in, add Isometric Pathfinding and connect your AI. About a minute.
Also: Claude Code · Cursor · Codex
Then ask your AI: use the Isometric Pathfinding skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; Ahel provides instructions and does not run this skill.
No other account needed.
Add Ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
What this skill tells your AI
The instructions your AI receives, as published by 0xheycat/isometric-game-skills in skills/isometric-pathfinding/SKILL.md and read by Ahel’s review.
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.
Signals
- GitHub stars
- 25
- Forks
- 3
- Last commit
- Aug 2026
Advanced
- Item type
- skill
- Key
isometric-pathfinding- Source
- github.com/0xheycat/isometric-game-skills
github.com/0xheycat/isometric-game-skills
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