Design and review Rust tile maps, map indexing, collision checks, map builders, camera-relative rendering, layered drawing, and tile themes.
SkillScore95Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 21 of 22 test cases with the skill, and 19 of 22 without it.
Without skill86%
With skill95%
Checks it passed that the model alone missed
Map geometry and camera math are stabilized before applying visual themes
Map generation logic is placed inside a dedicated constructor or builder method
2 fixed19 passed either way1 still failing0 broke
Pass-rate lift
+9 pp
Tokens
-14%
Agent turns
0%
Response time
-26%
Model gemini-3.6-flashMeasured 8/16/2026v121 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 2
Prompt
Write a Rust struct `Map` representing a 100x100 tile grid with random walls. I want to initialize `Map { tiles: vec![TileType::Floor; 10000] }` directly in my main game loop setup and mutate tiles inline during generation. Show me how to set this up.
What was checked, without and with the skill
Checked
Without skill
With skill
Map generation logic is placed inside a dedicated constructor or builder method
Missed
Passed
case-03 · gemini-3.6-flash · 8/16/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md26 lines2 files
Rust Tilemap Camera Rendering
Use this skill to build grid-based maps and camera-relative rendering in Rust.
Keep map storage, coordinate conversion, movement validation, and draw order
explicit before adding richer art or themes.
Core Workflow
Define map dimensions, tile types, and coordinate/index conversion.
Add bounds and walkability checks before player or entity movement.
Keep map generation behind a builder or constructor boundary.
Render visible tiles through a camera-relative coordinate transform.
Draw layers in deterministic order: base terrain, entities, effects, UI.
Add themes only after the map and camera rules are stable.
Read Next
Read references/tilemap-camera-patterns.md for data shapes, render order,
camera math, and review checks.
Source Notes
Guidance is transformed and paraphrased from Hands-On Rust Chapters 5 and
12 and from the official companion source repository. The examples are
original teaching skeletons derived from the architecture, not copied book
listings.