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autotiling-transitions

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

Skill by 0xheycat

IndexedMIT★ 40
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/0xheycat-autotiling-transitions

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

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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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/autotiling-transitions

What's inside

Skill name
autotiling-transitions
Description
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
License
MIT
Instructions
50 lines in SKILL.md · view on GitHub

Files (2)

  • SKILL.md
  • demo.png · assets/

SKILL.md (first lines)

# Autotiling & Edge Transitions

![Autotiling & Edge Transitions demo](assets/demo.png)

## 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 < sand < grass).
2. Author the 16-tile (or 47-tile) transition set for each terrain pair.
3. For each cell, compute a neighbor bitmask (N, E, S, W and corners).
4. Map the bitmask to the correct transition tile index.
5. Render the transition tile on top of the lower-priority base.
6. Verify all 16 bitmask cases visually with a test map.
7. Cache the bitmask->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.

From 0xheycat/isometric-game-skills, MIT.

More from 0xheycat/isometric-game-skills

Signals

Stars
40
Forks
5
Open issues
3
Last commit (this folder)
Jun 10, 2026 (4 months ago)
Last release
Jun 10, 2026 (4 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

autotiling-transitions skill. Agent Mart. https://agentmart.dev/skills/0xheycat-autotiling-transitions (last updated 2026-10-24)