procedural-art
Installation
SKILL.md
Procedural Art: Pure-Code 2D Sprites, SDF Primitives, Material Ramps & VFX Guide
This skill provides mathematical, graphical, and software architecture patterns for generating high-quality 2D sprites, tilesets, Signed Distance Field (SDF) shapes, particle systems, and visual effects (VFX) purely in code—without relying on external .png, .jpg, or .svg asset files.
[!TIP] Reference Implementation:
- Procedural Art Driver:
references/art.go- SDF, Premultiplied Alpha, Matrix Order & Easing Tests:
references/art_test.go
1. Core Architectural Principles & Zero-Asset Strategy
Procedural art generates graphical textures in memory at startup (Boot state) or renders vector/particle effects dynamically during game frames:
- Zero Disk I/O: Eliminates asset loading delays, missing file errors, and external bundle dependencies.
- Signed Distance Field (SDF) Rasterization: Composes organic characters, weapons, and tiles mathematically using
SDFCircle,SDFBox,SDFCapsule, andSDFSmoothMin. - Strict Premultiplied Alpha Invariant: Enforces $R, G, B \le A$ on every
color.RGBApixel viaPremultiplyRGBA(r, g, b, a).