Individual skill
implement-fog-of-war
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.
agent-skills/codex/implement-fog-of-war/SKILL.md
Source commit 5ea1661a0e05d82b054553daaa6baf6d0233c33c
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- Last checked
- Nov 9, 2026
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- Nov 8, 2026
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- MIT
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SKILL.mdcore · 6,668 bytesagents/openai.yamlasset · 221 bytesreferences/mechanics.mddoc · 14,169 bytesreferences/validation.mddoc · 8,338 bytes
Read excerpt
# Implement Fog of War
Build fog of war as a shared perception system with a restrained presentation layer.
## Preserve the architecture
Keep these responsibilities separate:
1. Let deterministic CPU perception own ranges, obstacle intersections, and gameplay visibility.
2. Encode the player's angular visible distances into one fixed-size lookup texture.
3. Let one full-screen shader turn that lookup into soft radial and wall-aware fog.
4. Let gameplay consume perception results directly; never infer combat truth from fog pixels.
Read [mechanics.md](references/mechanics.md) before implementing or changing the algorithm. It records the proven obstacle model, shader composition, calibrated values, state rules, enemy behavior, lighting constraints, and telemetry.