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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.

80

Quality

100%

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SecuritybySnyk

Passed

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SKILL.md
Quality
Evals
Security

Quality

Content

100%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A tightly written, well-structured skill body that assumes competence, gives concrete actionable directives, sequences work with validation checkpoints, and uses two real one-level-deep reference files to keep detail out of the overview. No significant weaknesses found.

DimensionReasoningScore

Conciseness

The body is lean imperative guidance with no padding and no explanation of concepts Claude already knows (no definition of fog of war or shaders); every line is task-specific instruction, matching the lean-and-efficient anchor.

3 / 3

Actionability

Guidance is concrete and specific (e.g., "Combine radial and obstacle fog with `max`, then cap final opacity", "Disable depth test, depth write, and tone mapping; render after the world"); as an instruction-only skill with highly actionable, near-executable directives, it meets the score-3 bar per the code-vs-instruction note.

3 / 3

Workflow Clarity

A clearly sequenced five-step implementation order, an ordered eight-step tuning section, and a validation checklist with "Read validation.md before claiming completion" provide explicit checkpoints, matching the clear-sequence-with-validation anchor.

3 / 3

Progressive Disclosure

The body is an overview with two well-signaled, one-level-deep references ([mechanics.md](references/mechanics.md) and [validation.md](references/validation.md)), both real files in references/, with content appropriately split into the bundle, matching the clear-overview anchor.

3 / 3

Total

12

/

12

Passed

Description

100%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong, third-person description that clearly states capabilities, provides an explicit Use-for trigger clause, and occupies a distinct niche unlikely to conflict with other skills. Both the what and the when are explicit and concrete.

DimensionReasoningScore

Specificity

Lists four concrete verbs ("Implement, tune, debug, or validate") and a comprehensive enumeration of specific capability areas such as "orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules," matching the score-3 anchor of multiple specific concrete actions.

3 / 3

Completeness

Explicitly answers both what ("Implement, tune, debug, or validate soft wall-aware fog of war...") and when (an explicit "Use for..." clause enumerating trigger scenarios), matching the score-3 anchor.

3 / 3

Trigger Term Quality

Natural user phrasings are well covered ("fog of war", "Three.js", "line of sight", "vision ranges", "spokes or seams") plus an explicit "Use for..." trigger clause, matching the good coverage anchor.

3 / 3

Distinctiveness Conflict Risk

The niche is sharply defined ("soft wall-aware fog of war ... in Three.js action games") with distinct triggers, making conflict with unrelated skills unlikely; matches the clear-niche anchor.

3 / 3

Total

12

/

12

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
MengTo/Skills
Reviewed

Table of Contents

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