depth-sorting-occlusion

depth-sorting-occlusion is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 32 tokens per session (438 once invoked), scanned A, original, MIT.

A procedure for sorting the drawing order of objects in an isometric game scene, where the map is shown at an angle.

In plain words
What is it for?
Calculating depth from map tiles, ordering sprites before drawing, handling ties and large objects, and checking movement around obstacles.
Why use it?
It fixes characters or objects appearing in front of things they should be behind, including tall or multi-tile objects.

Skill for Claude CodeCodex

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

Good fit Calculating depth from map tiles, ordering sprites before drawing, handling ties and large objects, and checking movement around obstacles.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/depth-sorting-occlusion
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 depth-sorting-occlusion
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 depth-sorting-occlusion

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion)
Your own site
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion/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 depth-sorting-occlusion

Your own site · 80×15
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/depth-sorting-occlusion.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 438 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 $0.00032 $0.00438
Opus 5 $0.00016 $0.00219
Sonnet 5 $0.00006 $0.00088
Haiku 4.5 $0.00003 $0.00044

Measured 11d ago against content hash 360c63351e53, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

depth-sorting-occlusion 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 11d 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/depth-sorting-occlusion/SKILL.md · 53 lines

What it actually says

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.
Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 11d ago First seen · 53 lines · 32 tokens per session scan A 360c63351e53

Subscribe to this mod's changes

depth-sorting-occlusion is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 32 tokens to every session and 438 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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