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Spritesheet Atlas Packing

skill-0xheycat-isometric-game-skills-spritesheet-atlas-packing · by 0xheycat

Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-spritesheet-atlas-packing

✓ 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.

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About

Spritesheet & Atlas Packing

Overview

Drawing 200 separate images means 200 texture binds and slow load. An atlas packs sprites into one image plus a JSON of frame rects. This skill produces an atlas the renderer can index by name.

When to Use

  • You have many individual sprite PNGs to ship.
  • Load times or draw calls are high because of separate images.
  • The renderer needs named frame lookups.

Process

  1. Collect all cleaned, transparent sprites into one folder.
  2. Pad each frame by 1-2px to prevent texture bleeding between neighbors.
  3. Pack into a power-of-two atlas (e.g. 2048x2048) using a bin-packer.
  4. Emit a JSON map: name -> {x, y, w, h, anchorX, anchorY}.
  5. Keep anchors from the source sprites so placement stays correct.
  6. Verify every sprite is found by name and renders at the right anchor.
  7. Regenerate the atlas automatically in the build (see asset-pipeline-automation).
{ "tree_oak": { "x": 0, "y": 0, "w": 128, "h": 160, "anchorX": 64, "anchorY": 150 } }

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I will just load images individually" | Hundreds of texture binds kill performance. Pack an atlas. | | "Padding is unnecessary" | Without padding, neighbors bleed at non-integer zoom. Always pad. |

Red Flags - STOP if you catch yourself:

  • No padding between packed frames (texture bleeding).
  • Atlas not power-of-two.
  • Anchors lost during packing so placement breaks.

Verification

You are NOT done until every box is checked:

  • [ ] All sprites packed into a power-of-two atlas with padding.
  • [ ] JSON map resolves every sprite by name with correct anchor.
  • [ ] No texture bleeding at fractional zoom.

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.