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code-map-visualization

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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.

QUICK START

How to use this skill

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I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/pproenca/dot-skills/blob/HEAD/skills/.experimental/code-map-visualization/SKILL.md

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

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)

2. Color & Perceptual Color Scales (CRITICAL)

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

4. Render Performance & Frame Budget (HIGH)

5. Labels & Text Rendering (MEDIUM-HIGH)

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

7. Animation & Transitions (MEDIUM)

8. Accessibility & Inclusive Rendering (MEDIUM)

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

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

How to Use

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

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