Install
$ agentstack add skill-0xheycat-isometric-game-skills-autotiling-transitions ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
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Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →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
- 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.
- Author: 0xheycat
- Source: 0xheycat/isometric-game-skills
- License: MIT
- Homepage: https://0xheycat.github.io/isometric-game-skills/demo/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.