Renders codebase-as-geohash-map visualizations: Canvas2D/WebGL/deck.gl, perceptually honest color scales, label decluttering, camera animation, accessibility. Also covers nature-inspired layouts (Voronoi, circle packing).
How this skill is triggered — by the user, by Claude, or both
Slash command
/pproenca-dot-skills-1:code-map-visualizationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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 ...
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.
Reference these guidelines when:
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.
| Priority | Category | Impact | Prefix | Rules |
|---|---|---|---|---|
| 1 | Visual Encoding & Perceptual Channels | CRITICAL | encode- | 6 |
| 2 | Color & Perceptual Color Scales | CRITICAL | color- | 5 |
| 3 | GPU Render Pipeline (Canvas2D + WebGL) | HIGH | gpu- | 6 |
| 4 | Render Performance & Frame Budget | HIGH | perf- | 5 |
| 5 | Labels & Text Rendering | MEDIUM-HIGH | text- | 5 |
| 6 | Interaction, Picking & Camera | MEDIUM-HIGH | interact- | 5 |
| 7 | Animation & Transitions | MEDIUM | anim- | 4 |
| 8 | Accessibility & Inclusive Rendering | MEDIUM | access- | 4 |
| 9 | Nature- & Cell-Inspired Layout & Rendering | MEDIUM | bio- | 7 |
encode-rank-channels-by-perceptual-accuracy — Put the decision metric on position/length, not hueencode-let-projection-own-position — The geohash projection owns x/y; don't re-layoutencode-size-by-area-not-radius — Map value to area; take the square root for radiusencode-separate-categorical-from-quantitative — Hue for category, ordered channels for magnitudeencode-redundant-encoding-for-key-signals — Double-encode the few signals that must never be missedencode-maximize-data-ink-drop-chartjunk — Strip shadows, bevels, heavy grids that fight the datacolor-perceptually-uniform-sequential-ramp — Viridis/OKLCH, never rainbow/jetcolor-match-scale-type-to-data — Sequential vs diverging vs categorical, matched to the datacolor-design-for-color-vision-deficiency — CVD-safe palettes, verified by simulationcolor-limit-categorical-hues — Cap at ~8–12 hues; bucket the long tailcolor-control-contrast-against-basemap — Keep cells legible on light or dark backgroundsgpu-layer-canvas2d-over-webgl — Bulk cells in GL, crisp labels/overlays in Canvas2Dgpu-instance-cells-not-per-quad-draw — One instanced draw call, not one per cellgpu-batch-to-cut-draw-calls-and-state-changes — Group by program/texture to avoid pipeline flushesgpu-pack-attributes-into-typed-arrays — A reusable Float32Array, zero per-frame allocationgpu-atlas-tiles-and-glyphs — One atlas bound once, addressed by UV offsetgpu-size-canvas-to-devicepixelratio — Size the backing store to DPR for crisp, non-overdrawn outputperf-render-in-a-single-raf-loop — Coalesce input into one redraw per frameperf-redraw-only-dirty-regions — Repaint the overlay, not the static cell layerperf-debounce-viewport-recompute — Throttle the covering-set recompute; draw every frameperf-offload-to-worker-and-offscreencanvas — Heavy projection/packing off the main threadperf-bound-the-tile-cache — LRU-cap the tile cache; free GPU buffers on evictiontext-place-and-declutter-labels-greedily — Greedy collision placement by prioritytext-show-labels-by-level-of-detail — Domain labels low-zoom, file labels only when bigtext-render-glyphs-on-canvas2d-not-per-glyph-textures — Native fillText, not GL glyph uploadstext-add-halo-for-legibility — A halo keeps labels readable over any filltext-anchor-region-labels-at-centroid — Pole of inaccessibility, not the bbox centreinteract-pick-with-gpu-color-id-or-spatial-index — O(1)/O(log n) picking, not a linear scaninteract-keep-hover-feedback-under-one-frame — Instant overlay highlight, async detailsinteract-model-the-camera-not-the-dom — One view-state object as the source of truthinteract-sync-view-state-to-the-url — Deep-linkable, shareable viewsinteract-support-keyboard-pan-zoom-and-focus — Arrow and +/- keys drive the cameraanim-ease-camera-transitions-not-jumps — Ease centre and zoom so the eye can followanim-crossfade-between-lod-levels — Dissolve aggregates into points, don't popanim-preserve-object-constancy-on-data-update — Key by geohash; animate only real changesanim-keep-transitions-interruptible-and-budgeted — Cancel and retarget in-flight tweensaccess-encode-redundantly-never-color-alone — Pair colour with shape or label (WCAG 1.4.1)access-honor-prefers-reduced-motion — Collapse animation for motion-sensitive usersaccess-make-the-map-keyboard-operable — Focusable, focus-visible, no keyboard trapaccess-provide-a-text-alternative-for-the-canvas — A synced DOM/ARIA outline for screen readersA situational toolbox for rendering the map organically; two of these were invented for software visualisation.
bio-voronoi-regions-for-space-filling-tessellation — Gapless Voronoi cells seeded by projected pointsbio-relax-weights-for-even-cell-areas — Lloyd/CVT on weights; keep seed positions fixedbio-circle-packing-for-nested-counts — Packed circles for hierarchy and countsbio-phyllotaxis-packing-for-even-point-spread — Golden-angle spiral for dense, even fillsbio-metaball-hulls-for-region-membranes — Marching-squares organic region outlinesbio-edge-bundling-for-dependency-overlays — Holten bundling vs a straight-line hairballbio-flow-fields-for-animated-dependency-load — Physarum/boids flow when motion encodes loadRead 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.
| File | Description |
|---|---|
| references/_sections.md | Category definitions and ordering |
| assets/templates/_template.md | Template for new rules |
| metadata.json | Version and reference information |
| AGENTS.md | Auto-built TOC navigation |
geohash-spatial-code-maps — The spatial layer this renders: geohash encoding, the code→plane projection, tiling, and the precision↔zoom navigation modelcomputer-science-algorithms — The spatial-index, sorting, and complexity primitives behind fast picking, declutter, and the render loopnpx claudepluginhub joshuarweaver/cascade-code-general-misc-1 --plugin pproenca-dot-skills-1Guides custom D3.js visualizations: bar/line/scatter charts, network diagrams, geographic maps, hierarchies, and real-time data updates with zoom/pan/brush interactions.
Visualizes data on Mapbox maps using choropleths, heat maps, 3D extrusions, data-driven styling, and animated time-series. Covers layer types, color scales, and performance optimization.
Style and render geographic data using ArcGIS renderers, symbols, and visual variables for thematic maps, heatmaps, class breaks, unique values, labels, and 3D visualization.