minimap-worldmap

Design game minimap and world map systems with shared transforms and marker registries.

1|Updated May 12, 2026
One-click install
npx skills add https://github.com/Firzus/agent-skills --skill minimap-worldmap
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: minimap-worldmap
Source: https://github.com/Firzus/agent-skills/tree/main/skills/game/minimap-worldmap
Command: npx skills add https://github.com/Firzus/agent-skills --skill minimap-worldmap

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you design and implement game minimaps and full-screen world maps that stay aligned with the world, scale cleanly, and avoid common failures like marker drift, fog desync, and performance spikes.

Core Features & Use Cases

  • Shared map architecture: Uses one world-to-map transform and one marker registry for both minimap and world map views.
  • Rendering and pipeline design: Covers baked orthographic map generation, tiled zoom pyramids, SDF/vector cartography, masking, pan/zoom behavior, and rotation modes.
  • Markers and fog systems: Supports clustered markers, label collision handling, player pins, layered maps, region-based fog of war, continuous fog variants, and Hero's Path-style breadcrumbs.
  • Use Case: A live service open-world game needs a map that supports fast travel, multi-layer dungeons, custom pins, and region reveal without drifting icons or bloating save files.

Quick Start

Ask for a complete minimap and world map architecture blueprint for your game, including transform math, marker handling, fog of war, layered maps, and performance safeguards.

Frequently Asked Questions about minimap-worldmap

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I prevent minimap marker drift and fog of war desync in an open-world game?

To prevent minimap marker drift and fog desync, use a shared world-to-map transform and a unified marker registry for both minimap and world map views. This architecture ensures alignment accuracy and synchronizes region reveal persistence across navigation layers.

What is the best way to handle minimap label collision and marker clustering on mobile?

The best way to handle label collision and marker clustering on mobile is to implement clustered marker logic alongside mobile-safe rendering pipelines. Using tiled zoom pyramids and SDF vector cartography maintains performance without bloating save files.

How do I design a world map architecture that supports multi-layer dungeons and fast travel?

Design a world map architecture for multi-layer dungeons and fast travel by applying a shared map transform across layered spaces. This supports custom pins, breadcrumbs, and region-based fog of war while maintaining precise alignment accuracy.

Can I use baked orthographic map generation for a tiled zoom pyramid in a survival game UI?

Yes, baked orthographic map generation is supported for tiled zoom pyramids in survival game UI. This rendering pipeline technique allows efficient pan, zoom, and rotation modes while keeping precision handling and rendering performance stable.

Why does my game minimap performance spike during pan and zoom operations?

Game minimap performance spikes during pan and zoom often stem from rendering heavy unoptimized textures instead of using tiled zoom pyramids or SDF vector cartography. Masking, mobile-safe rendering pipelines, and proper transform math prevent these spikes.

Does this map system support RTS and MOBA navigation scenarios or is it only for open-world games?

This map system supports RTS, MOBA, FPS, and open-world navigation scenarios. The shared transform, marker registry, and fog state architecture adapts to baked maps, layered spaces, and fast travel requirements across these genres.