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SKILL verified MIT Self-run

Autotiling Transitions

skill-0xheycat-isometric-game-skills-autotiling-transitions · by 0xheycat

Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-autotiling-transitions

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Autotiling & Edge Transitions

Overview

Hard edges between grass and water look like a checkerboard. Autotiling picks the correct edge/corner transition tile based on a bitmask of neighbors. This skill defines the transition set and the bitmask rule.

When to Use

  • Two terrain types meet and the seam looks harsh.
  • You want maps to look hand-blended without hand-placing every edge.
  • You need a repeatable rule for which transition tile to use.

Process

  1. Define the base terrains and their priority order (e.g. water tile lookup for performance.
bitmask = N*1 + E*2 + S*4 + W*8  ->  transitionTile[bitmask]

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I will hand-place edge tiles" | Hundreds of edges by hand is unmaintainable. Use a bitmask rule. | | "One generic edge tile is enough" | Corners need their own tiles or you get gaps. Author the full set. |

Red Flags - STOP if you catch yourself:

  • Hard checkerboard seams between terrains.
  • Missing corner transition tiles.
  • Bitmask computed but never cached (slow).

Verification

You are NOT done until every box is checked:

  • [ ] A complete transition set exists per terrain pair.
  • [ ] All bitmask cases render correctly on a test map.
  • [ ] The bitmask->tile lookup is cached.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.