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.
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Build fog of war as a shared perception system with a restrained presentation layer.
Keep these responsibilities separate:
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.
max, then cap final opacity.Do not hide bad obstacle data with extra blur. Do not make the entire scene darker to compensate for weak visibility boundaries.
Read validation.md before claiming completion. Run:
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.
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