Depth Sorting & Occlusion
SkillMonitoring & opsUse when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Depth Sorting & Occlusion skill
What this skill tells your AI
The instructions your AI receives, as published by 0xheycat/isometric-game-skills in skills/depth-sorting-occlusion/SKILL.md and read by ahel’s review.
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
- Give every drawable a depth key based on its anchor tile: depth = row + col.
- Sort all objects by depth ascending before drawing.
- For ties, break by a secondary key (e.g. y, then creation order).
- For multi-tile objects, sort by the FRONT-most occupied tile.
- For very tall objects, consider splitting into stackable slices.
- Re-sort only when objects move, not every frame if static.
- 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.
Signals
- GitHub stars
- 21
- Forks
- 3
- Last commit
- Aug 2026
Advanced
- Item type
- skill
- Key
depth-sorting-occlusion- Source
- github.com/0xheycat/isometric-game-skills