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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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SKILL.md
Quality
Evals
Security

Quality

Content

100%Weight 40%Scale 1-5

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

An excellent instruction-only skill body: lean, concrete, and well-structured with explicit validation and real one-level-deep references. It assumes Claude's intelligence while providing specific actionable constraints throughout.

DimensionReasoningScore

Conciseness

Dense imperative prose that assumes Claude's competence (no explanations of what fog of war, Three.js, or shaders are); every line is actionable guidance and nothing is padded.

5 / 5

Actionability

Highly concrete instructions (e.g., "quantize them into a one-row red-channel texture", "Combine radial and obstacle fog with `max`, then cap final opacity", "Disable depth test, depth write, and tone mapping"); per the instruction-only scoring note, the absence of code is not penalized when guidance is this specific.

5 / 5

Workflow Clarity

A clearly sequenced dependency-ordered implementation flow (steps 1–5), a tuning order with "until" feedback loops, and an explicit Validate checklist with concrete checkpoints cover the full process.

5 / 5

Progressive Disclosure

SKILL.md is a focused overview with two well-signaled one-level-deep references (mechanics.md, validation.md) that are real bundle files, making navigation easy and keeping detail off the main page.

5 / 5

Total

20

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20

Passed

Description

100%Weight 40%Scale 1-5

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, concrete description that answers both what the skill does and when to use it, with comprehensive natural trigger terms and a distinct niche. No fluff, over-claims, or voice issues.

DimensionReasoningScore

Specificity

Four concrete verbs ("Implement, tune, debug, or validate") plus a comprehensive enumeration of sub-capabilities (visibility masks, line of sight, vision ranges, targeting rules, shader artifacts, ray budgets, lifecycle integration, deterministic tests) give full coverage rather than minor gaps.

5 / 5

Completeness

It explicitly answers both "what" (implement/tune/debug/validate soft wall-aware fog of war and gameplay perception in Three.js action games) and "when" via a concrete "Use for ..." trigger clause enumerating real scenarios.

5 / 5

Trigger Term Quality

Natural terms a Three.js game developer would actually say are covered comprehensively, including synonyms: "fog of war", "line of sight", "vision ranges", "fog shader", "spokes or seams", and "ray budgets".

5 / 5

Distinctiveness Conflict Risk

A narrow niche (fog of war in Three.js action games) with highly specific triggers makes overlap with other skills minimal and accidental triggering unlikely.

5 / 5

Total

20

/

20

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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If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.