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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

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-spritesheet-atlas-packing

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About

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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Permissions

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

Tools
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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.

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