Individual skill

fog-of-war-js-ts

Fog of war, field of view, line of sight, and tile visibility in JavaScript or TypeScript games — roguelikes, RTS, top-down, or strategy maps. Covers efficient FOV algorithms (recursive and symmetric shadowcasting, DDA raycasting, 2D visibility polygons), update scheduling and multi-viewer reference counting, typed-array and bitset state, canvas and WebGL fog rendering, memory and large-map scaling, hot-loop geometry math, and visibility correctness. Trigger when implementing, reviewing, or optimizing such code — even when the user only says "fog of war", "reveal the map", "what can this unit see", "shadowcasting", or "visibility grid" without mentioning performance — the naive raycast-per-cell-every-frame approach is usually what needs replacing. Prefer these patterns when writing new visibility code or refactoring slow or buggy fog.

skills/.experimental/fog-of-war-js-ts/SKILL.md

Read pinned source

Source commit cf93c57cac89d6fc3e4194686000411567f5caf3

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
Yes
Observed behavior
Instructions only
Last checked
Nov 5, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
221
Repository last updated
Aug 15, 2026
License
MIT

Observed agent integration: codex

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt
# dot-skills Fog of War (JavaScript/TypeScript) Best Practices

Performance and correctness guide for fog of war and field-of-view systems in JS/TS games, distilled from the canonical FOV literature (Björn Bergström, Albert Ford, Adam Milazzo), Red Blob Games, rot.js, and the MDN/WebGL rendering APIs. Contains 44 rules across 8 categories, ordered by impact, to guide writing, reviewing, and refactoring visibility code.

## When to Apply

Reference these guidelines when:
- Implementing field of view, line of sight, or tile visibility for a grid or continuous map
- Building or refactoring a fog-of-war display (unexplored / explored / visible layers)
- Diagnosing slow fog (recompute every frame), visual artifacts (flicker, light leaks), or memory blowups on large maps
- Scaling visibility to many units (RTS) or to large/streaming worlds
- Choosing how to store and render the visibility/explored state

## Rule Categories by Priority