tile-node-network

Community

Grid-based AI pathfinding for FlatRedBall2

Authorvchelaru
Version1.0.0
Installs0

System Documentation

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.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: tile-node-network
Download link: https://github.com/vchelaru/FlatRedBall2/archive/main.zip#tile-node-network

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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