tile-grid
CommunityProgrammatic tile grids for runtime worlds.
Software Engineering#runtime#game-development#procedural-generation#flatredball2#tile-grid#data-visual-split#world-to-tile
Authorvchelaru
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Automates and standardizes the creation of runtime tile grids in FlatRedBall2, enabling a clear data/visual split and efficient world-to-tile math for large grids.
Core Features & Use Cases
- Data/Visual split pattern and guidance
- World↔Tile coordinate conversion
- Lightweight per-tile visuals via ColoredRectangleRuntime vs per-tile entities
- Guidance for large grids and performance considerations (128×128+)
- Use cases: city builders, procedural dungeons, cellular automata, puzzles
Quick Start
Define a data-first tile grid by creating a TileType array, initialize grid dimensions (_cols, _rows), set a world-origin, and spawn lightweight ColoredRectangleRuntime visuals synced with the data through WorldToTile/TileToWorld.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: tile-grid Download link: https://github.com/vchelaru/FlatRedBall2/archive/main.zip#tile-grid Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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