| name | code-map-visualization |
| description | Rendering and perception layer for codebase-as-geohash-map visualisations — choosing what to encode on colour/size/position, picking perceptually honest colour scales (viridis/OKLCH, not rainbow), drawing tens of thousands of cells on Canvas2D + WebGL/deck.gl inside a 16ms frame budget, placing and decluttering labels, GPU or spatial-index picking, camera animation and level-of-detail crossfades, and keyboard plus screen-reader accessibility for the canvas. Sits on top of geohash-spatial-code-maps, which owns the geohash encoding, projection, tiling, and navigation math. Also covers nature-inspired rendering — Voronoi, circle packing, phyllotaxis, metaball hulls, edge bundling. Trigger even when the user does not say "visualisation" — if the work involves drawing, colouring, labelling, animating, or making navigable a code map, spatial heatmap, or large cell/point layer on the web, this is the skill. |
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
| Priority | Category | Impact | Prefix | Rules |
|---|
| 1 | Visual Encoding & Perceptual Channels | CRITICAL | encode- | 6 |
| 2 | Color & Perceptual Color Scales | CRITICAL | color- | 5 |
| 3 | GPU Render Pipeline (Canvas2D + WebGL) | HIGH | gpu- | 6 |
| 4 | Render Performance & Frame Budget | HIGH | perf- | 5 |
| 5 | Labels & Text Rendering | MEDIUM-HIGH | text- | 5 |
| 6 | Interaction, Picking & Camera | MEDIUM-HIGH | interact- | 5 |
| 7 | Animation & Transitions | MEDIUM | anim- | 4 |
| 8 | Accessibility & Inclusive Rendering | MEDIUM | access- | 4 |
| 9 | Nature- & Cell-Inspired Layout & Rendering | MEDIUM | bio- | 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
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