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Implement Fog Of War

Meng ToCommunityCreated by Meng To

  • Skill
  • Tool integration
  • Software development
  • MIT
  • No issues found

From the author

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.
— the description by Meng To

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a structured approach to building a fog of war system in Three.js. It emphasizes a clear separation between the simulation layer, which handles deterministic perception and obstacle intersection, and the presentation layer, which uses a shader-based overlay to render radial and wall-aware fog. The system relies on a fixed-size lookup texture to store angular visibility data, ensuring that gameplay logic remains decoupled from visual effects.

What it does

  • Defines a deterministic perception model for player and enemy vision ranges.
  • Calculates obstacle-aware line of sight using vertical and horizontal footprint intersections.
  • Generates a 1D lookup texture to store angular visibility distances.
  • Renders a soft fog overlay using a single full-screen shader material.
  • Integrates visibility state with gameplay mechanics like targeting and enemy rendering.
  • Provides guidelines for managing fog lifecycle, telemetry, and state transitions.

When to use it

  • When implementing visibility systems for orthographic or isometric action games in Three.js.
  • When you need to synchronize enemy perception with visual fog of war.
  • When building a system that requires consistent visibility rules across different gameplay states.
  • When you need to optimize visibility calculations for both desktop and mobile environments.

Advantages

  • Maintains a single source of truth for both gameplay logic and visual presentation.
  • Prevents visual artifacts like spokes or seams through angular smoothing.
  • Ensures consistent behavior by separating simulation presence from rendering visibility.
  • Uses a bounded architecture that avoids unnecessary render targets or complex scene graph modifications.

Usage examples

“How do I define a new sight blocker for the fog of war system?”
You define a SightObstacle object with an ID, XZ coordinates, radius, and vertical span, then add it to the active obstacle collection used by the perception system.
“How should I handle enemy visibility in the fog?”
Use the perception result to toggle the enemy's presentation layer visibility while keeping the actor root active for simulation purposes.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/mengto/implement-fog-of-war/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip implement-fog-of-war.zip -d .agents/skills

Documentation by Meng To

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 before implementing or changing the algorithm. It records the proven obstacle model, shader composition, calibrated values, state rules, enemy behavior, lighting constraints, and telemetry.

Inspect before editing

  • Locate the authoritative player position, camera, obstacles, scene lifecycle, frame loop, targeting, enemy perception, and render layers.

  • Confirm the gameplay ground model. The proven corner-unprojection method assumes a locally horizontal plane; use authoritative surface or terrain reconstruction when elevation varies across the visible area.

  • Find existing scene fog, post-processing, renderer creation, review modes, menus, captures, transitions, and disposal paths.

  • Read the current tests and recent fog/perception commits before changing constants or ownership.

  • Confirm whether obstacle state changes at runtime. Reuse the same active obstacle collection used by navigation or collision when its geometry is suitable for sight.

  • Check the working tree early and preserve unrelated changes.

Implement in dependency order

1. Define perception truth
  • Represent each sight blocker with a stable footprint, vertical span, and active state.

  • Intersect a 3D sight segment or ray with both the horizontal footprint and vertical span.

  • Ignore inactive blockers and cover below the eye-to-target sight line.

  • Expose:

    • point-to-point perception for enemies, targeting, and attacks;

    • a deterministic angular distance fill for the fog lookup.

  • Use explicit player and enemy ranges. Allow them to differ when the encounter design needs enemies to acquire beyond the player's reveal edge.

2. Build the visibility lookup
  • Allocate the distance array, byte pixels, and data texture once.

  • Cast a fixed number of evenly spaced horizontal rays around the player's eye point.

  • Normalize hit distances by the player vision radius and quantize them into a one-row red-channel texture.

  • Use linear filtering, horizontal repeat wrapping, no mipmaps, and a bounded mobile/desktop ray budget.

  • Refresh after meaningful player motion or a short maximum interval. Do not allocate in the frame loop.

3. Render one soft overlay
  • Use one clip-space plane and one transparent shader material.

  • Reconstruct each fragment's ground-plane position from the four camera-corner intersections.

  • Combine:

    • a clear inner radius and soft outer radial falloff;

    • a feathered wall boundary sampled from the angular lookup.

  • Smooth obstacle visibility across neighboring angles. Weight wall fog below the outer radial fog so blockers read as atmosphere, not opaque wedges.

  • Combine radial and obstacle fog with max, then cap final opacity.

  • Disable depth test, depth write, and tone mapping; render after the world.

  • Do not introduce a second renderer, render target, composer, or per-ray meshes.

4. Integrate gameplay
  • Keep simulation presence separate from presentation visibility.

  • Hide unrevealed enemy renderables through layers or a presentation-only mechanism; do not toggle the actor root if root visibility also controls lifecycle or simulation.

  • Exclude unrevealed enemies from target lock, aim selection, nearest-target search, HUD counts, and player hit eligibility.

  • Hide telegraphs that would leak an unseen enemy.

  • Let enemy acquisition and attacks use their own range plus the same line-of-sight truth.

  • Clear an active target lock as soon as perception invalidates it.

  • Cache perception within a simulation phase and refresh after movement when downstream systems need current positions.

5. Integrate state and lifecycle
  • Enable fog only during active gameplay.

  • Disable it for menus, inventory, review/capture modes, paused or non-playing states, and stage transitions unless the product explicitly requires otherwise.

  • Disable it before any early-render branch so a previous frame cannot leak into another state.

  • Keep atmospheric scene fog separate from fog of war.

  • Dispose the overlay geometry, material, and lookup texture on teardown.

  • Publish compact telemetry for ray budget, enabled state, ranges, visible enemies, target visibility, line of sight, and measured distance.

Tune in the right order

  1. Validate obstacle geometry and eye height.

  2. Validate player and enemy ranges.

  3. Set the fully clear inner radius.

  4. Set the outer radial falloff and maximum opacity.

  5. Set wall-edge softness.

  6. Add angular smoothing until spokes disappear.

  7. Reduce obstacle darkness until walls feel like occlusion rather than black rays.

  8. Adjust ray budgets only after visual correctness and measured performance.

Do not hide bad obstacle data with extra blur. Do not make the entire scene darker to compensate for weak visibility boundaries.

Validate

Read validation.md before claiming completion. Run:

  • pure perception and opacity tests;

  • structural render-budget contracts;

  • integration tests for targeting, layers, lighting, and state;

  • project lint and build;

  • real desktop and mobile browser checks in the Codex browser.

Use normal gameplay for visual verification when review modes intentionally disable fog. Judge motion, camera movement, wall edges, gates, seams, and menu transitions—not only a still frame.

Protect the proven qualities

  • Keep the inner play area readable.

  • Keep the maximum darkness restrained.

  • Keep walls soft and free of visible radial spokes.

  • Keep the angle seam invisible.

  • Keep dynamic gates synchronized with sight.

  • Keep enemy behavior fair even when enemy vision exceeds player reveal.

  • Keep one authoritative visibility model and one bounded overlay.

Files

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Security

No issues found by our static scan· No issues found

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Attribution and licence

Created by
Meng To
Publisher
Meng To (Community)
Source
MengTo/Skills · agent-skills/codex/implement-fog-of-war · commit 5ea1661
Licence
MIT License (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by Meng To or Meng To.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download implement-fog-of-war.zip