# Autotiling Transitions

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

- **Type:** Skill
- **Install:** `agentstack add skill-0xheycat-isometric-game-skills-autotiling-transitions`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [0xheycat](https://agentstack.voostack.com/s/0xheycat)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [0xheycat](https://github.com/0xheycat)
- **Source:** https://github.com/0xheycat/isometric-game-skills/tree/master/skills/autotiling-transitions
- **Website:** https://0xheycat.github.io/isometric-game-skills/demo/

## Install

```sh
agentstack add skill-0xheycat-isometric-game-skills-autotiling-transitions
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## 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.

```text
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](https://github.com/0xheycat)
- **Source:** [0xheycat/isometric-game-skills](https://github.com/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.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-0xheycat-isometric-game-skills-autotiling-transitions
- Seller: https://agentstack.voostack.com/s/0xheycat
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
