depth-sorting-occlusion

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

0xheycat By 0xheycat schedule Updated 6/10/2026

name: depth-sorting-occlusion description: Use when sprites draw in the wrong order so characters appear in front of objects they should be behind in an isometric scene. license: MIT

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.
Install via CLI
npx skills add https://github.com/0xheycat/isometric-game-skills --skill depth-sorting-occlusion
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