isometric-ops

Solid

Create, refine, compose, and export isometric/dimetric assets for web and games: projection math, SVG/CSS/three.js generation, pixel-art and Blender workflows, engine tilemaps, ControlNet AI generation, and the iso-studio composer. Triggers on: isometric, dimetric, tileset, y-sort.

AI & Automation 42 stars 7 forks Updated 1 weeks ago MIT

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Quality Score: 87/100

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Skill Content

# Isometric Operations Create, refine, compose, and export isometric illustrative assets for websites and games — end to end. This skill covers the exact projection math, the vector/CSS/SVG and three.js generation routes, the pixel-art and Blender pre-render pipelines, engine tilemap integration, the AI-generation-with-structure-control workflow, asset sourcing with licence discipline, and the companion **iso-studio** scene composer (a standalone app that grew out of this skill). Every constant is derived and machine-checked; every workflow is runnable; every claim is sourced in its reference file. > **Boundary — what this skill does NOT own.** General three.js / creative-coding > scaffolding lives in [`genart-ops`](../genart-ops/SKILL.md); app- and game-scale > three.js (GLTF pipeline, react-three-fiber, `InstancedMesh`) lives in the `threejs-ops` > skill. Colour science and perceptual (OKLCH) ramp construction live in > [`color-ops`](../color-ops/SKILL.md). `isometric-ops` owns **only the isometric delta** > — it cross-links those siblings, it never restates them. Detail lives in the reference > files below: this router points, it does not duplicate. --- ## 1. The projection decision — always step zero Choose the projection **before** you draw, generate, or model anything. This is not a deferrable stylistic preference: it fixes the grid math, the tile aspect ratio, the camera rig, and the anti-aliasing strategy for the entire pipeline downstream. Changing it later mean...

Details

Author
0xDarkMatter
Repository
0xDarkMatter/claude-mods
Created
10 months ago
Last Updated
1 weeks ago
Language
Shell
License
MIT

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