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minimap-worldmaplisted

Architecture blueprint for minimap and full-screen world map systems: content baking, tiled zoom pyramids, world-to-map transforms, shared marker registries, clustering, label collision, fog of war, multi-layer maps, pan/zoom/pins, fast travel, breadcrumbs, tile rendering, and cross-genre UX. Use when designing minimaps, world maps, markers, fog reveal, diegetic compasses, or when markers drift, fog reverts, precision breaks, or maps hurt performance.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
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