Individual skill
code-map-visualization
Rendering and perception layer for codebase-as-geohash-map visualisations — choosing what to encode on colour/size/position, picking perceptually honest colour scales (viridis/OKLCH, not rainbow), drawing tens of thousands of cells on Canvas2D + WebGL/deck.gl inside a 16ms frame budget, placing and decluttering labels, GPU or spatial-index picking, camera animation and level-of-detail crossfades, and keyboard plus screen-reader accessibility for the canvas. Sits on top of geohash-spatial-code-maps, which owns the geohash encoding, projection, tiling, and navigation math. Also covers nature-inspired rendering — Voronoi, circle packing, phyllotaxis, metaball hulls, edge bundling. Trigger even when the user does not say "visualisation" — if the work involves drawing, colouring, labelling, animating, or making navigable a code map, spatial heatmap, or large cell/point layer on the web, this is the skill.
skills/.experimental/code-map-visualization/SKILL.md
Source commit cf93c57cac89d6fc3e4194686000411567f5caf3
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- Not checked yet
- Last checked
- Nov 5, 2026
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- Repository stars (not skill ratings)
- 222
- Repository last updated
- Aug 15, 2026
- License
- MIT
Observed agent integration: codex
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AGENTS.mddoc · 13,411 bytesSKILL.mdcore · 13,078 bytesSKILL.mdcore · 13,078 bytesassets/templates/_template.mddoc · 1,138 bytesmetadata.jsonasset · 2,713 bytesreferences/_sections.mddoc · 4,382 bytesreferences/access-encode-redundantly-never-color-alone.mddoc · 1,517 bytesreferences/access-honor-prefers-reduced-motion.mddoc · 1,619 bytesreferences/access-make-the-map-keyboard-operable.mddoc · 1,680 bytesreferences/access-provide-a-text-alternative-for-the-canvas.mddoc · 1,620 bytesreferences/anim-crossfade-between-lod-levels.mddoc · 1,604 bytesreferences/anim-ease-camera-transitions-not-jumps.mddoc · 1,704 bytesreferences/anim-keep-transitions-interruptible-and-budgeted.mddoc · 1,893 bytesreferences/anim-preserve-object-constancy-on-data-update.mddoc · 1,703 bytesreferences/bio-circle-packing-for-nested-counts.mddoc · 1,711 bytesreferences/bio-edge-bundling-for-dependency-overlays.mddoc · 1,743 bytesreferences/bio-flow-fields-for-animated-dependency-load.mddoc · 1,774 bytesreferences/bio-metaball-hulls-for-region-membranes.mddoc · 1,891 bytesreferences/bio-phyllotaxis-packing-for-even-point-spread.mddoc · 1,828 bytesreferences/bio-relax-weights-for-even-cell-areas.mddoc · 1,874 bytesreferences/bio-voronoi-regions-for-space-filling-tessellation.mddoc · 1,873 bytesreferences/color-control-contrast-against-basemap.mddoc · 1,591 bytesreferences/color-design-for-color-vision-deficiency.mddoc · 1,784 bytesreferences/color-limit-categorical-hues.mddoc · 1,728 bytesreferences/color-match-scale-type-to-data.mddoc · 1,509 bytesreferences/color-perceptually-uniform-sequential-ramp.mddoc · 1,827 bytesreferences/encode-let-projection-own-position.mddoc · 1,907 bytesreferences/encode-maximize-data-ink-drop-chartjunk.mddoc · 1,623 bytesreferences/encode-rank-channels-by-perceptual-accuracy.mddoc · 2,160 bytesreferences/encode-redundant-encoding-for-key-signals.mddoc · 1,761 bytesreferences/encode-separate-categorical-from-quantitative.mddoc · 1,817 bytesreferences/encode-size-by-area-not-radius.mddoc · 1,426 bytesreferences/gpu-atlas-tiles-and-glyphs.mddoc · 1,460 bytesreferences/gpu-batch-to-cut-draw-calls-and-state-changes.mddoc · 1,718 bytesreferences/gpu-instance-cells-not-per-quad-draw.mddoc · 1,656 bytesreferences/gpu-layer-canvas2d-over-webgl.mddoc · 1,765 bytesreferences/gpu-pack-attributes-into-typed-arrays.mddoc · 1,762 bytesreferences/gpu-size-canvas-to-devicepixelratio.mddoc · 1,643 bytesreferences/interact-keep-hover-feedback-under-one-frame.mddoc · 1,579 bytesreferences/interact-model-the-camera-not-the-dom.mddoc · 1,654 bytesreferences/interact-pick-with-gpu-color-id-or-spatial-index.mddoc · 1,678 bytesreferences/interact-support-keyboard-pan-zoom-and-focus.mddoc · 1,724 bytesreferences/interact-sync-view-state-to-the-url.mddoc · 1,566 bytesreferences/perf-bound-the-tile-cache.mddoc · 1,551 bytesreferences/perf-debounce-viewport-recompute.mddoc · 1,671 bytesreferences/perf-offload-to-worker-and-offscreencanvas.mddoc · 1,595 bytesreferences/perf-redraw-only-dirty-regions.mddoc · 1,507 bytesreferences/perf-render-in-a-single-raf-loop.mddoc · 1,641 bytesreferences/text-add-halo-for-legibility.mddoc · 1,556 bytesreferences/text-anchor-region-labels-at-centroid.mddoc · 1,477 bytesreferences/text-place-and-declutter-labels-greedily.mddoc · 1,729 bytesreferences/text-render-glyphs-on-canvas2d-not-per-glyph-textures.mddoc · 1,542 bytesreferences/text-show-labels-by-level-of-detail.mddoc · 1,497 bytes
Read excerpt
# 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