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SKILL verified MIT Self-run

Canvas2d Isometric Renderer

skill-0xheycat-isometric-game-skills-canvas2d-isometric-renderer · by 0xheycat

Use when building a Canvas 2D renderer that draws an isometric tilemap and sprites efficiently with correct ordering.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-canvas2d-isometric-renderer

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Canvas2D Isometric Renderer

Overview

This skill builds the core render loop: draw ground tiles back-to-front, then depth-sorted objects, using the grid math transform and the atlas. It is the backbone every gameplay skill plugs into.

When to Use

  • You need to actually draw the isometric world.
  • Tiles or sprites render in the wrong order.
  • You are wiring grid math + atlas into a render loop.

Process

  1. Use isometric-grid-math for all coordinate conversions.
  2. Draw ground tiles in back-to-front order (by row+col).
  3. Draw objects/characters AFTER tiles, sorted by depth (see depth-sorting-occlusion).
  4. Source every image from the atlas (see spritesheet-atlas-packing).
  5. Apply the camera transform once per frame (see camera-pan-zoom-controls).
  6. Only draw tiles within the visible viewport (culling).
  7. Keep the draw loop pure - no allocations per frame.
for (const tile of tilesInView) drawTile(tile);
for (const obj of sortByDepth(objectsInView)) drawSprite(obj);

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "I will draw everything every frame" | Drawing off-screen tiles wastes the frame budget. Cull. | | "Order does not matter much" | Wrong order = objects behind walls. Sort every frame. |

Red Flags - STOP if you catch yourself:

  • Drawing the entire map instead of the viewport.
  • Allocating arrays/objects inside the draw loop.
  • No separation between tile pass and object pass.

Verification

You are NOT done until every box is checked:

  • [ ] Ground tiles draw back-to-front correctly.
  • [ ] Objects draw after tiles in depth order.
  • [ ] Only visible tiles are drawn (culling works).

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.