depth-sorting-occlusion
Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
Skill by 0xheycat
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/0xheycat-depth-sorting-occlusion
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/depth-sorting-occlusion
What's inside
- Skill name
depth-sorting-occlusion- Description
- Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
- License
- MIT
- Instructions
- 48 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- depth-sorting.svg · assets/
SKILL.md (first lines)
# Depth Sorting & Occlusion ## Overview In isometric, draw order IS depth. A character is behind a tree if its anchor tile sorts earlier. This skill gives the correct sort key and handles tall/multi-tile objects that break naive sorting. ## When to Use - Characters render in front of trees/walls they should be behind. - Tall or multi-tile objects sort incorrectly. - You added objects and the layering looks wrong. ## Process 1. Give every drawable a depth key based on its anchor tile: depth = row + col. 2. Sort all objects by depth ascending before drawing. 3. For ties, break by a secondary key (e.g. y, then creation order). 4. For multi-tile objects, sort by the FRONT-most occupied tile. 5. For very tall objects, consider splitting into stackable slices. 6. Re-sort only when objects move, not every frame if static. 7. Test the classic case: walk a character around all four sides of a tree. ```js objects.sort((a, b) => (a.row + a.col) - (b.row + b.col)); ``` ## Rationalizations (Stop Lying to Yourself) | Excuse | Reality | |---|---| | "Painter order by y is good enough" | Pure y fails for multi-tile and tall sprites. Use anchor row+col. | | "I will sort once at load" | Moving objects must re-sort. Sort on movement. | ## Red Flags - STOP if you catch yourself: - Sorting by raw y instead of anchor tile. - Multi-tile objects using their center instead of front tile. - Characters clipping through tall buildings. ## Verification You are NOT done until every box is checked: - [ ] Walking around all sides of an object always sorts correctly. - [ ] Multi-tile and tall objects occlude properly. - [ ] Sorting updates when objects move.
From 0xheycat/isometric-game-skills, MIT.
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Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
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using-isometric-skills
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Use when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
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Use when packing many isometric sprites into a texture atlas with a JSON map so the engine draws from one image with correct frame coordinates.
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Use when designing the map data format (layers, tiles, objects, metadata) so maps are editable, versionable, and engine-agnostic.
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Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.
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Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
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godot4-isometric-tilemap
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Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
isometric-art-direction
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Use when starting an isometric project to lock ONE consistent art style (angle, light, palette, scale) before generating any asset.
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isometric-building-sprites
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Use when generating isometric buildings (houses, barns, shops) that sit on a defined tile footprint and depth-sort correctly with characters.
SkillCFreshness: C★ 40Claude Code +9
Signals
- Stars
- 40
- Forks
- 5
- Open issues
- 3
- Last commit (this folder)
- Jun 10, 2026 (4 months ago)
- Last release
- Jun 10, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from 0xheycat
- 0.570score
seamless-isometric-terrain
0xheycat
Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB).
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
animated-sprite-generation
0xheycat
Use when creating looping animated isometric sprites (water, fire, windmills, flags) as frame strips that play back smoothly in-engine.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
asset-pipeline-automation
0xheycat
Use when automating the path from generated sprites to a shipped atlas + map so re-generating art does not mean hours of manual rework.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
autotiling-transitions
0xheycat
Use when making different terrain types (grass, water, sand) blend with automatic edge and corner transition tiles instead of hard seams.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
camera-pan-zoom-controls
0xheycat
Use when adding pan, zoom, and clamping to an isometric camera so the world stays crisp and within bounds across screen sizes.
SkillCFreshness: C★ 40Claude Code +9 - 0.565score
godot4-isometric-tilemap
0xheycat
Use when setting up correct 2:1 isometric rendering in Godot 4 with TileMapLayer + Y-sort, mapping this repo's engine-agnostic grid math and depth rules onto…
SkillCFreshness: C★ 40Claude Code +9
Cite this page
depth-sorting-occlusion skill. Agent Mart. https://agentmart.dev/skills/0xheycat-depth-sorting-occlusion (last updated 2026-10-24)