Autotiling & Edge Transitions
SkillMonitoring & opsUse when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Autotiling & Edge Transitions skill
What this skill tells your AI
The instructions your AI receives, as published by 0xheycat/isometric-game-skills in skills/autotiling-transitions/SKILL.md and read by ahel’s review.
Overview
Hard edges between grass and water look like a checkerboard. Autotiling picks the correct edge/corner transition tile based on a bitmask of neighbors. This skill defines the transition set and the bitmask rule.
When to Use
- Two terrain types meet and the seam looks harsh.
- You want maps to look hand-blended without hand-placing every edge.
- You need a repeatable rule for which transition tile to use.
Process
- Define the base terrains and their priority order (e.g. water < sand < grass).
- Author the 16-tile (or 47-tile) transition set for each terrain pair.
- For each cell, compute a neighbor bitmask (N, E, S, W and corners).
- Map the bitmask to the correct transition tile index.
- Render the transition tile on top of the lower-priority base.
- Verify all 16 bitmask cases visually with a test map.
- Cache the bitmask->tile lookup for performance.
bitmask = N*1 + E*2 + S*4 + W*8 -> transitionTile[bitmask]
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "I will hand-place edge tiles" | Hundreds of edges by hand is unmaintainable. Use a bitmask rule. |
| "One generic edge tile is enough" | Corners need their own tiles or you get gaps. Author the full set. |
Red Flags - STOP if you catch yourself:
- Hard checkerboard seams between terrains.
- Missing corner transition tiles.
- Bitmask computed but never cached (slow).
Verification
You are NOT done until every box is checked:
- A complete transition set exists per terrain pair.
- All bitmask cases render correctly on a test map.
- The bitmask->tile lookup is cached.
Signals
- GitHub stars
- 21
- Forks
- 3
- Last commit
- Aug 2026
Advanced
- Item type
- skill
- Key
autotiling-transitions- Source
- github.com/0xheycat/isometric-game-skills