tile-node-network

Compute optimal paths on tile-based grids for FlatRedBall2 AI agents.

11|3|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/vchelaru/FlatRedBall2 --skill tile-node-network
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: tile-node-network
Source: https://github.com/vchelaru/FlatRedBall2/tree/main/frb-skills/tile-node-network
Command: npx skills add https://github.com/vchelaru/FlatRedBall2 --skill tile-node-network

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provide a robust, grid-based pathfinding mechanism for AI agents in FlatRedBall2, enabling efficient navigation across tile maps and obstacle layouts.

Core Features & Use Cases

  • Tile-based grid network (TileNodeNetwork) to build and query the A* graph.
  • Node level data with Position, Tag, and Neighbor relationships, supporting Four or Eight directional movement.
  • Flexible integration for enemy navigation, waypoint following, and dynamic obstacle handling.
  • Real-world use: craft enemy patrols or chase behavior on tile grids in 2D games built with FlatRedBall2.

Quick Start

Create a TileNodeNetwork with your grid origin and spacing, then request a path between start and end nodes using GetPath.

Frequently Asked Questions about tile-node-network

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I calculate A* pathfinding for enemy AI on a tile grid in FlatRedBall2?

A* pathfinding for FlatRedBall2 is calculated by building a TileNodeNetwork from your grid origin and spacing, then querying GetPath between start and end nodes to compute an optimal traversal route for AI agents.

Can I use four and eight directional movement for AI navigation on tile maps?

Yes, tile-based AI navigation supports both four and eight directional movement by configuring Neighbor relationships within the TileNode data structure, allowing flexible routing across grid layouts.

What's the best way to handle dynamic obstacles during tile-based AI pathfinding?

Tile-based AI pathfinding handles dynamic obstacles by querying GetClosestNode and updating TileNode Tags within the TileNodeNetwork, enabling obstacle-aware movement and recalculating paths during enemy patrols.

Does FlatRedBall2 pathfinding require specific graph nodes for querying positions?

FlatRedBall2 pathfinding requires TileNode structures containing Position and Tag data to map the grid, using NodeAt and GetClosestNode to locate specific waypoints for path queries.

Why does my grid-based enemy patrol fail to find a valid path on the tile map?

Grid-based patrol pathfinding fails when the TileNodeNetwork lacks valid Neighbor connections or when start and end nodes lack traversable links, requiring verification of directional spacing and node relationships.