tilemap-pipeline
Skill105 starsChanged 8 months agoMITView on GitHub
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 27
create or validate tileset layout (rows, columns, padding, tile variants)
- Distinctive: line 39
every tile in the set has correct adjacency rules — no visual seams
- Distinctive: line 61
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 62
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Tilemap Pipeline
Purpose
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration so 2D levels are buildable, consistent, and performant.
Use When
- the project uses tile-based level construction
- a new tileset is being created or an existing one extended
- auto-tile or rule-tile behavior needs standardization
- tile collisions or sorting layers need validation
Inputs
- level design requirements (tile size, grid dimensions, layer count)
- art bible or visual direction for environment tiles
- platform constraints (max tilemap size, draw call budget)
- collision requirements per tile type
Process
- define tile size, grid unit, and layer naming convention
- create or validate tileset layout (rows, columns, padding, tile variants)
- configure auto-tile or rule-tile adjacency rules
- assign collision shapes and physics layers per tile type
- validate tilemap rendering, sorting order, and draw call count
Outputs
- tileset specification (tile size, layout, variant rules)
- auto-tile adjacency configuration
- collision shape mapping per tile type
- tilemap layer naming and sorting convention
Quality Bar
- every tile in the set has correct adjacency rules — no visual seams
- collision shapes match the visual tile boundaries
- tilemap draw calls stay within the platform budget
- layer naming and sorting order are documented and enforced
Common Failure Modes
- tile seams caused by incorrect padding or filtering settings
- auto-tile rules that produce visual artifacts at certain adjacency combinations
- collision shapes that do not match the visual boundary, causing gameplay bugs
- unbounded tilemap size that causes memory or rendering spikes
Related Agents
- 2d-artist
- level-designer
- performance-reviewer
Related Commands
- art-2d-pass
- level-beat
- perf-budget
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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