lattice
01Plugin Claude Code
Lattice — the grid underneath. Type one sentence about a game and get an isometric, deterministic, zero-asset game you can play in a browser.
Plugin Claude Code
Lattice — the grid underneath. Type one sentence about a game and get an isometric, deterministic, zero-asset game you can play in a browser.
Plugin Claude Code
Build an isometric game from one sentence. /lattice picks the shape, installs the kit, wires it, gets to a running screen, then opens it in a browser and looks at it.
Agent Claude Code
The visionary. Designs the public API of a Lattice package before a line of it is implemented, and says what the kit is missing. Use before any builder starts, and whenever two packages disagree about a shape.
Agent Claude Code
The adversary. Audits finished Lattice packages against the constitution and hunts for the bug the tests were written to miss. Reports, and fixes only what its task authorises.
Agent Claude Code
The developer. Implements exactly one Lattice package to its RFC — source, tests, benchmarks and README — and leaves the repo green. Owns only the paths its task names.
Agent Claude Code
The game designer and DX visionary. Decides what the demo game is, builds it from nothing but the kit, and reports every place the kit fought back. Use when the kit needs proof it works.
Agent Claude Code
The performance auditor. Measures Lattice against its frame budget, finds the allocation and the accidental O(n²), and proves every claim with a benchmark rather than an opinion.
Agent Claude Code
The navigability auditor. Checks that an agent or a stranger arriving at Lattice cold can find what they need, and fixes the documentation where they cannot.
Command Claude Code
Run one Lattice work cycle — pull the next runnable tasks, dispatch the agent team, verify, commit, push, and advance the queue.
Instructions file CodexOpenCode
Instructions for plausibleventures/lattice, covering lattice — how to work in this repo, the eleven non-negotiables, layout, commands and house style.
Instructions file
Instructions for plausibleventures/lattice: See AGENTS.md — it is the constitution for this repo and applies to every agent and every human equally. Start with .lattice/kit.json for the machine-readable index of what exists, and .lattice/tasks.json for what to do next.
Skill Claude CodeCodex
Make procedural isometric art that reads as designed rather than as programmer output — buildings, trees, towers, terrain shading, palettes, day and night. Use when drawing a building, sprite, tree, tower or any object in an isometric game, when the art looks flat, gray, muddy, toy-like or like placeholder blocks…
Skill Claude CodeCodex
Making a game produce the same result twice — same seed, same world, same pixel. Use when a replay diverges, when two runs of the same code disagree, when a world regenerates differently after panning away and back, when a saved game loads wrong on another machine or browser, or when choosing what may be written into…
Skill Claude CodeCodex
Numbers that grow — production, resources, prices, upgrades, capacity, and progress that keeps accruing while the tab is closed. Use for an idle or incremental game, a tycoon, resources or currency, a shop with rising prices, a buy-max button, offline earnings, "it should keep earning while I'm away", or when income…
Skill Claude CodeCodex
Putting numbers, buttons, messages and panels on top of a game — a resource counter, a price, a build button, a toast, a dialog, floating +5s. Use when adding a HUD, an overlay, a score or resource display, a shop button, a notification, a modal; when a tap on the game is being swallowed by the interface; or when the…
Skill Claude CodeCodex
Taps, drags, pinch-zoom, keyboard and camera control in an isometric game. Use for tap to place or select, drag to pan, pinch or wheel to zoom, a placement ghost that follows the pointer, key bindings, "nothing happens when I tap", a tap that hits the wrong thing or the building behind, taps that land uphill or…
Skill Claude CodeCodex
Build a playable isometric game from one sentence, end to end — scaffold, code, run it in a browser, look at it, fix it. Use when someone says they want to make a game, build a game, make an isometric/tile/city-builder/idle/incremental game, or describes a game idea and wants it to exist ("a game where you rebuild a…
Skill Claude CodeCodex
Diagnosing and fixing a game that stutters, drops frames, gets slower over time, or hitches when something changes. Use for frame drops, jank, lag, "it's slow", "it stutters", a bad frame-time number, garbage-collection pauses, or deciding how many things a scene can afford.
Skill Claude CodeCodex
Keeping a player's progress across a reload, a crash and a version bump. Use for saving a game, autosave, load, "my save is gone", "it forgot my progress", changing the shape of saved data, migrations, a reset or start-over button, or when a player on an old build might open a newer save.
Skill Claude CodeCodex
Sound and music with no audio files — synthesized clicks, chimes, thumps, ambience and a soundtrack. Use when adding sound effects, audio feedback, music, ambience or a soundscape to a game, when sound should react to what is happening, when audio is silent or only plays once, or when a burst of sounds clips into a…
Skill Claude CodeCodex
The wiring order for a Lattice game — canvas, surface, camera, palette, light, depth sorter, loop and input — and the shape a first build should take so it does not come out a diorama. Use when starting an isometric game, setting up a Lattice project, writing the boot or main.ts, adding a game loop to a canvas…
Skill Claude CodeCodex
The failures in a Lattice game that produce no error and a plausible-looking wrong result — a black screen, a tap that opens the wrong thing, art that floats above its own hill, a frame counter that lies, a game that gets slower at dusk, a save that silently stops being written. Use when something builds and runs but…
Skill Claude CodeCodex
Terrain, elevation, roads, paths and walkers in an isometric world. Use when adding hills, a heightfield, a river, a coastline, a road or a route, when moving characters or crowds along a path, when things walk in the wrong place or hitch on diagonals, when the map should be endless, or when a tap picks the wrong tile…