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SKILL verified MIT Self-run

Depth Sorting Occlusion

skill-0xheycat-isometric-game-skills-depth-sorting-occlusion · by 0xheycat

Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-depth-sorting-occlusion

✓ 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

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.
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.

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.