spritesheet-atlas-packing
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.
Skill by 0xheycat
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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-spritesheet-atlas-packing
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About
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/spritesheet-atlas-packing
What's inside
- Skill name
spritesheet-atlas-packing- Description
- 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.
- License
- MIT
- Instructions
- 48 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# 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`).
```json
{ "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.From 0xheycat/isometric-game-skills, MIT.
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
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Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
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isometric-art-direction
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Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
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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
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
depth-sorting-occlusion
0xheycat
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9
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spritesheet-atlas-packing skill. Agent Mart. https://agentmart.dev/skills/0xheycat-spritesheet-atlas-packing (last updated 2026-10-24)