minimap-worldmaplisted
Install: claude install-skill Firzus/agent-skills
# Minimap & World Map
Build the two map surfaces of a game — the HUD minimap and the full-screen
world map — over one shared data core, with the cartography rendering tech
underneath and the cross-genre UX choices around it. References: Genshin
Impact (the richest shipped open-world map), Zelda BotW/TotK (the most
elegant pipeline), Mapbox (tiling/SDF tech), and the genre canon (StarCraft,
LoL, CoD, Far Cry 2, Ghost of Tsushima, Elden Ring, Subnautica). Excluded
(separate skills): the quest tracker HUD (`hud-system`), the unlock data
model and teleport sequence (`teleport-map-unlock`), streaming mechanics
(`open-world-streaming`).
## The two architecture rules
1. **One world↔map transform, owned by one asset.** The bake pipeline
writes the map texture AND the alignment data (world origin, size,
north rotation, tile grid, region masks) atomically. Every consumer —
minimap, world map, fog painting, pin placement, bake tool — reads this
single asset. Hand-calibrated offsets and per-view copies of
`worldSize` are how markers drift.
2. **One marker registry, N dumb views.** Minimap and world map are
renderers over the same registry. Markers are data: `{world position,
map-space/layer ID, category, icon, priority, zoom range, payload}`.
Sources (quest system, spawners, player pins, detectors) own
registration AND removal; views never own marker lifecycle.
## Map spaces, not one map
Model each map as a **map space**: own texture tiles, own world→UV
tr