canvas2d-isometric-renderer

canvas2d-isometric-renderer is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 31 tokens per session (439 once invoked), scanned A, original, MIT.

A Canvas 2D rendering setup for isometric tilemaps, where the map is drawn at an angled, diamond-like view, with objects and characters.

In plain words
What is it for?
Use it to connect grid coordinates and image atlases to a render loop, draw tiles in depth order, sort objects correctly, move and zoom the camera, and render only visible tiles.
Why use it?
It prevents tiles and sprites from appearing in the wrong front-to-back order and avoids wasting time drawing parts of the map outside the visible screen.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to connect grid coordinates and image atlases to a render loop, draw tiles in depth order, sort objects correctly, move and zoom the camera, and render only visible tiles.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add 0xheycat/isometric-game-skills --skill canvas2d-isometric-renderer
Clone the repo
git clone --depth 1 https://github.com/0xheycat/isometric-game-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for canvas2d-isometric-renderer

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer)
Your own site
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for canvas2d-isometric-renderer

Your own site · 80×15
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/canvas2d-isometric-renderer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 31 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 439 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00031 $0.00439
Opus 5 $0.00015 $0.00219
Sonnet 5 $0.00006 $0.00088
Haiku 4.5 $0.00003 $0.00044

Measured 12d ago against content hash ec0a83e1827b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

canvas2d-isometric-renderer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/canvas2d-isometric-renderer/SKILL.md · 54 lines

What it actually says

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).
Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 54 lines · 31 tokens per session scan A ec0a83e1827b

Subscribe to this mod's changes

canvas2d-isometric-renderer is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 31 tokens to every session and 439 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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