mcpField
C
code-map-visualization

code-map-visualization

github.com/pproencaDesign & UI218135 installsUpdated 11w ago
Repository

About code-map-visualization

code-map-visualization is a skill with practical guidance for rendering and navigating codebases projected onto 2D maps. It is for developers building interactive visualizations, covering visual encoding, rendering performance, interaction, animation, and accessibility.

Key features

  1. 0147 rules across nine categories
  2. 02Guidance on visual and color encoding
  3. 03Canvas2D and WebGL rendering practices
  4. 04Performance and frame-budget techniques
  5. 05Labels, interaction, and camera guidance
  6. 06Animation and accessibility recommendations

Use cases

  1. 01Choosing visual channels for code attributes
  2. 02Rendering large cell maps in the browser
  3. 03Adding labels, picking, and camera controls
  4. 04Making map interfaces keyboard and screen-reader accessible

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/pproenca/dot-skills --skill code-map-visualization

After installing, type/code-map-visualizationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

AGENTS.md
metadata.json
assets/templates/
_template.md
references/
_sections.md
access-encode-redundantly-never-color-alone.md
access-honor-prefers-reduced-motion.md
access-make-the-map-keyboard-operable.md
access-provide-a-text-alternative-for-the-canvas.md
anim-crossfade-between-lod-levels.md
anim-ease-camera-transitions-not-jumps.md
anim-keep-transitions-interruptible-and-budgeted.md
anim-preserve-object-constancy-on-data-update.md
bio-circle-packing-for-nested-counts.md
bio-edge-bundling-for-dependency-overlays.md
bio-flow-fields-for-animated-dependency-load.md
bio-metaball-hulls-for-region-membranes.md
bio-phyllotaxis-packing-for-even-point-spread.md
bio-relax-weights-for-even-cell-areas.md
bio-voronoi-regions-for-space-filling-tessellation.md
color-control-contrast-against-basemap.md
color-design-for-color-vision-deficiency.md
color-limit-categorical-hues.md
color-match-scale-type-to-data.md
color-perceptually-uniform-sequential-ramp.md
encode-let-projection-own-position.md
encode-maximize-data-ink-drop-chartjunk.md
encode-rank-channels-by-perceptual-accuracy.md
encode-redundant-encoding-for-key-signals.md
encode-separate-categorical-from-quantitative.md
encode-size-by-area-not-radius.md

Details

From the project README

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

Comments

Markdown supported