Software Development

Fog Of War Js Ts

Fog of war, field of view, line of sight, and tile visibility in JavaScript or TypeScript games — roguelikes, RTS, top-down, or strategy maps. Covers efficient FOV algorithms (recursive and symmetric shadowcasting, DDA raycasting, 2D visibility polygons), update scheduling and multi-viewer reference counting, typed-array and bitset state, canvas and WebGL fog rendering, memory and large-map scaling, hot-loop geometry math, and visibility correctness. Trigger when implementing, reviewing, or optimizing such code — even when the user only says "fog of war", "reveal the map", "what can this unit see", "shadowcasting", or "visibility grid" without mentioning performance — the naive raycast-per-cell-every-frame approach is usually what needs replacing. Prefer these patterns when writing new visibility code or refactoring slow or buggy fog.

Publisher / source
pproenca/dot-skills (found on skills.sh)
Upstream record
pproenca/dot-skills
Version
Version 3
Published
Publication review
Approved for publication
Content fingerprint
91d8c25c4614681ee3f864bc39096e9a08b9c6f527c0c45378cb0faf3a1087f0