What problem does it solve?
Building fog of war in a Three.js action game involves coordinating CPU perception math, shader rendering, gameplay targeting rules, and lifecycle state, and mistakes produce visible spokes, seams, leaked enemies, or broken targeting.
Core Features & Use Cases
- Shared Perception Architecture: Separates deterministic CPU line-of-sight and range checks from a single full-screen fog shader fed by an angular distance lookup texture.
- Gameplay Integration Rules: Covers hidden-enemy targeting, presentation-only visibility via render layers, asymmetric player and enemy vision ranges, and dynamic gate occlusion.
- Calibration and Validation Playbooks: Provides proven tuning values, a tuning order, structural render-budget contracts, and deterministic test and browser verification checklists.
- Use Case: When adding fog of war to an orthographic Three.js action game, follow the dependency-ordered steps to build the perception model, lookup texture, overlay shader, and state gating, then validate with the documented test and browser procedures.
Quick Start
Use the implement-fog-of-war skill to add a soft wall-aware fog-of-war system to my Three.js game and validate it with the documented tests.