tile-grid

Community

Programmatic tile grids for runtime worlds.

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 required

Components

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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