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Code Map Visualization

  • 74 installs
  • 191 repo stars
  • Updated July 24, 2026
  • pproenca/dot-skills

code-map-visualization is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.

Key points

  • code-map-visualization
  • AI & Agent Building
  • AI-coding skill

Code Map Visualization by the numbers

  • 74 all-time installs (skills.sh)
  • +6 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #5,508 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/pproenca/dot-skills --skill code-map-visualization

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Listed on Skillselion
Installs74
repo stars191
Last updatedJuly 24, 2026
Repositorypproenca/dot-skills

How do I helps with ai & agent building tasks during ai-assisted development?

Helps with ai & agent building tasks during AI-assisted development.

Who is it for?

Best when you're working on ai & agent building and need structured help with code-map-visualization.

Skip if: Teams with no ai & agent building needs, or anyone wanting a generic chat assistant without this specific workflow.

When should I use this skill?

When you need to helps with ai & agent building tasks during ai-assisted development, or when code-map-visualization is a claude code skill for ai & agent building. it helps solo builders move faster with ai-assisted co

What you get

Structured output aligned to code-map-visualization: code-map-visualization; AI & Agent Building; AI-coding skill.

Files

SKILL.mdMarkdownGitHub ↗

Code Map Visualization Best Practices

How to render and visually navigate a codebase that has been projected and geohashed into a 2D map — making it honest, fast, legible, interactive, animated, and accessible. This is the rendering and perception craft on top of the spatial structure: it draws on decades of information-visualisation, cartography, computer-graphics, and nature-/biology-inspired layout knowledge so a code map reads correctly and runs at interactive rates. Contains 47 rules across 9 categories, prioritised by impact.

When to Apply

Reference these guidelines when:

  • Deciding what code attribute to put on which visual channel (position, size, colour) and which colour scale tells the truth
  • Drawing tens of thousands to millions of cells on the web with Canvas2D, WebGL, or deck.gl, and keeping the render loop inside the frame budget
  • Placing and decluttering region/file labels, and rendering legible text over a busy map
  • Wiring up interaction — hover, picking, selection, a camera/view-state model, deep links, keyboard control
  • Animating camera moves, level-of-detail transitions, and data updates without disorienting the viewer
  • Making the canvas accessible to color-vision-deficient, motion-sensitive, keyboard-only, and screen-reader users

A note on scope

This skill is the rendering and perception layer. The companion skill geohash-spatial-code-maps owns the spatial math — geohash encoding, the code→plane projection, bbox/covering-set queries, tiling, and the precision↔zoom navigation model. Rules here cross-link into that skill (e.g. `map-deterministic-projection`, `nav-level-of-detail-aggregation`) rather than re-deriving it. Examples target TypeScript with Canvas2D + WebGL/deck.gl and d3-scale/d3-color; the perceptual reasoning generalises to any rendering stack.

Rule Categories by Priority

PriorityCategoryImpactPrefixRules
1Visual Encoding & Perceptual ChannelsCRITICALencode-6
2Color & Perceptual Color ScalesCRITICALcolor-5
3GPU Render Pipeline (Canvas2D + WebGL)HIGHgpu-6
4Render Performance & Frame BudgetHIGHperf-5
5Labels & Text RenderingMEDIUM-HIGHtext-5
6Interaction, Picking & CameraMEDIUM-HIGHinteract-5
7Animation & TransitionsMEDIUManim-4
8Accessibility & Inclusive RenderingMEDIUMaccess-4
9Nature- & Cell-Inspired Layout & RenderingMEDIUMbio-7

Quick Reference

1. Visual Encoding & Perceptual Channels (CRITICAL)

  • `encode-rank-channels-by-perceptual-accuracy` — Put the decision metric on position/length, not hue
  • `encode-let-projection-own-position` — The geohash projection owns x/y; don't re-layout
  • `encode-size-by-area-not-radius` — Map value to area; take the square root for radius
  • `encode-separate-categorical-from-quantitative` — Hue for category, ordered channels for magnitude
  • `encode-redundant-encoding-for-key-signals` — Double-encode the few signals that must never be missed
  • `encode-maximize-data-ink-drop-chartjunk` — Strip shadows, bevels, heavy grids that fight the data

2. Color & Perceptual Color Scales (CRITICAL)

  • `color-perceptually-uniform-sequential-ramp` — Viridis/OKLCH, never rainbow/jet
  • `color-match-scale-type-to-data` — Sequential vs diverging vs categorical, matched to the data
  • `color-design-for-color-vision-deficiency` — CVD-safe palettes, verified by simulation
  • `color-limit-categorical-hues` — Cap at ~8–12 hues; bucket the long tail
  • `color-control-contrast-against-basemap` — Keep cells legible on light or dark backgrounds

3. GPU Render Pipeline — Canvas2D + WebGL (HIGH)

  • `gpu-layer-canvas2d-over-webgl` — Bulk cells in GL, crisp labels/overlays in Canvas2D
  • `gpu-instance-cells-not-per-quad-draw` — One instanced draw call, not one per cell
  • `gpu-batch-to-cut-draw-calls-and-state-changes` — Group by program/texture to avoid pipeline flushes
  • `gpu-pack-attributes-into-typed-arrays` — A reusable Float32Array, zero per-frame allocation
  • `gpu-atlas-tiles-and-glyphs` — One atlas bound once, addressed by UV offset
  • `gpu-size-canvas-to-devicepixelratio` — Size the backing store to DPR for crisp, non-overdrawn output

4. Render Performance & Frame Budget (HIGH)

  • `perf-render-in-a-single-raf-loop` — Coalesce input into one redraw per frame
  • `perf-redraw-only-dirty-regions` — Repaint the overlay, not the static cell layer
  • `perf-debounce-viewport-recompute` — Throttle the covering-set recompute; draw every frame
  • `perf-offload-to-worker-and-offscreencanvas` — Heavy projection/packing off the main thread
  • `perf-bound-the-tile-cache` — LRU-cap the tile cache; free GPU buffers on eviction

5. Labels & Text Rendering (MEDIUM-HIGH)

  • `text-place-and-declutter-labels-greedily` — Greedy collision placement by priority
  • `text-show-labels-by-level-of-detail` — Domain labels low-zoom, file labels only when big
  • `text-render-glyphs-on-canvas2d-not-per-glyph-textures` — Native fillText, not GL glyph uploads
  • `text-add-halo-for-legibility` — A halo keeps labels readable over any fill
  • `text-anchor-region-labels-at-centroid` — Pole of inaccessibility, not the bbox centre

6. Interaction, Picking & Camera (MEDIUM-HIGH)

  • `interact-pick-with-gpu-color-id-or-spatial-index` — O(1)/O(log n) picking, not a linear scan
  • `interact-keep-hover-feedback-under-one-frame` — Instant overlay highlight, async details
  • `interact-model-the-camera-not-the-dom` — One view-state object as the source of truth
  • `interact-sync-view-state-to-the-url` — Deep-linkable, shareable views
  • `interact-support-keyboard-pan-zoom-and-focus` — Arrow and +/- keys drive the camera

7. Animation & Transitions (MEDIUM)

  • `anim-ease-camera-transitions-not-jumps` — Ease centre and zoom so the eye can follow
  • `anim-crossfade-between-lod-levels` — Dissolve aggregates into points, don't pop
  • `anim-preserve-object-constancy-on-data-update` — Key by geohash; animate only real changes
  • `anim-keep-transitions-interruptible-and-budgeted` — Cancel and retarget in-flight tweens

8. Accessibility & Inclusive Rendering (MEDIUM)

  • `access-encode-redundantly-never-color-alone` — Pair colour with shape or label (WCAG 1.4.1)
  • `access-honor-prefers-reduced-motion` — Collapse animation for motion-sensitive users
  • `access-make-the-map-keyboard-operable` — Focusable, focus-visible, no keyboard trap
  • `access-provide-a-text-alternative-for-the-canvas` — A synced DOM/ARIA outline for screen readers

9. Nature- & Cell-Inspired Layout & Rendering (MEDIUM)

A situational toolbox for rendering the map organically; two of these were invented for software visualisation.

  • `bio-voronoi-regions-for-space-filling-tessellation` — Gapless Voronoi cells seeded by projected points
  • `bio-relax-weights-for-even-cell-areas` — Lloyd/CVT on weights; keep seed positions fixed
  • `bio-circle-packing-for-nested-counts` — Packed circles for hierarchy and counts
  • `bio-phyllotaxis-packing-for-even-point-spread` — Golden-angle spiral for dense, even fills
  • `bio-metaball-hulls-for-region-membranes` — Marching-squares organic region outlines
  • `bio-edge-bundling-for-dependency-overlays` — Holten bundling vs a straight-line hairball
  • `bio-flow-fields-for-animated-dependency-load` — Physarum/boids flow when motion encodes load

How to Use

Read individual reference files for detailed explanations, code examples, and "when NOT to apply" guidance:

  • Section definitions — Category structure and impact levels
  • Rule template — Template for adding new rules

Rules cross-link via [[other-rule-slug]]; follow them when a related pattern is referenced. Cross-links to enc-, prec-, dec-, qry-, nbr-, idx-, map-, and nav- rules point into the companion geohash-spatial-code-maps skill — read them there for the spatial math.

To build a renderer end to end, the spine is: decide the encoding (category 1) → choose colour (category 2) → stand up the GPU pipeline (category 3) → hold the frame budget (category 4) → add labels, interaction, animation, and accessibility (categories 5–8); reach for organic, cell-based rendering — Voronoi regions, packing, membranes, edge bundling — when it suits the map (category 9). The upstream projection and tiling come from geohash-spatial-code-maps.

Reference Files

FileDescription
references/_sections.mdCategory definitions and ordering
assets/templates/_template.mdTemplate for new rules
metadata.jsonVersion and reference information
AGENTS.mdAuto-built TOC navigation

Related Skills

  • geohash-spatial-code-maps — The spatial layer this renders: geohash encoding, the code→plane projection, tiling, and the precision↔zoom navigation model
  • computer-science-algorithms — The spatial-index, sorting, and complexity primitives behind fast picking, declutter, and the render loop

Related skills

FAQ

What does code-map-visualization do?

code-map-visualization is a Claude Code skill for ai & agent building. It helps developers move faster with AI-assisted coding.

When should I use code-map-visualization?

When you need to helps with ai & agent building tasks during ai-assisted development, or when code-map-visualization is a claude code skill for ai & agent building. it helps developers move faster with ai-assisted coding.

What are the main capabilities?

code-map-visualization; AI & Agent Building; AI-coding skill.

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