Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add pproenca/dot-skills --skill fog-of-war-js-tsgit clone --depth 1 https://github.com/pproenca/dot-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/pproenca/dot-skills/fog-of-war-js-ts)<a href="https://agentmods.dev/skills/pproenca/dot-skills/fog-of-war-js-ts"><img src="https://agentmods.dev/badge/skills/pproenca/dot-skills/fog-of-war-js-ts/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/pproenca/dot-skills/fog-of-war-js-ts"><img src="https://agentmods.dev/badge/skills/pproenca/dot-skills/fog-of-war-js-ts.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00183 | $0.02159 |
| Opus 5 | $0.00092 | $0.01079 |
| Sonnet 5 | $0.00037 | $0.00432 |
| Haiku 4.5 | $0.00018 | $0.00216 |
Grade A, and why
fog-of-war-js-ts scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
dot-skills Fog of War (JavaScript/TypeScript) Best Practices
Performance and correctness guide for fog of war and field-of-view systems in JS/TS games, distilled from the canonical FOV literature (Björn Bergström, Albert Ford, Adam Milazzo), Red Blob Games, rot.js, and the MDN/WebGL rendering APIs. Contains 44 rules across 8 categories, ordered by impact, to guide writing, reviewing, and refactoring visibility code.
When to Apply
Reference these guidelines when:
- Implementing field of view, line of sight, or tile visibility for a grid or continuous map
- Building or refactoring a fog-of-war display (unexplored / explored / visible layers)
- Diagnosing slow fog (recompute every frame), visual artifacts (flicker, light leaks), or memory blowups on large maps
- Scaling visibility to many units (RTS) or to large/streaming worlds
- Choosing how to store and render the visibility/explored state
Rule Categories by Priority
| Priority | Category | Impact | Prefix |
|---|---|---|---|
| 1 | FOV / Visibility Algorithm | CRITICAL | fov- |
| 2 | Update Scheduling & Incremental Recompute | CRITICAL | update- |
| 3 | State Representation & Data Structures | HIGH | state- |
| 4 | Rendering the Fog Layer | HIGH | render- |
| 5 | Memory & Allocation | MEDIUM-HIGH | mem- |
| 6 | Multi-Viewer & Map Scaling | MEDIUM | scale- |
| 7 | Geometry & Hot-Loop Math | MEDIUM | geo- |
| 8 | Correctness & Visual Artifacts | LOW-MEDIUM | correct- |
Quick Reference
1. FOV / Visibility Algorithm (CRITICAL)
fov-recursive-shadowcasting- Use recursive shadowcasting, not ray-per-cell FOVfov-symmetric-shadowcasting- Prefer symmetric shadowcasting for consistent visibilityfov-octant-transforms- Transform octants with a lookup table, not eight loopsfov-radius-bounded-scan- Bound the scan to the sight radius and map edgesfov-single-ray-los- Use a single line-of-sight ray for point-to-point checksfov-dda-continuous- Traverse continuous space with a DDA grid walkfov-visibility-polygon- Compute a visibility polygon for smooth 2D fog
What ships with it
48 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- AGENTS.md 9.9 KB
- assets/templates/_template.md 1.8 KB
- metadata.json 1.6 KB
- references/_sections.md 2.8 KB
- references/correct-corner-peeking.md 1.8 KB
- references/correct-explored-not-overwritten.md 1.7 KB
- references/correct-permissiveness-model.md 1.9 KB
- references/correct-symmetric-walls.md 1.7 KB
- references/fov-dda-continuous.md 2.4 KB
- references/fov-octant-transforms.md 2.4 KB
- references/fov-radius-bounded-scan.md 1.9 KB
- references/fov-recursive-shadowcasting.md 3.4 KB
- references/fov-single-ray-los.md 2.0 KB
- references/fov-symmetric-shadowcasting.md 2.6 KB
- references/fov-visibility-polygon.md 2.1 KB
- references/geo-avoid-modulo-deindex.md 1.6 KB
- references/geo-avoid-trig-in-loop.md 1.7 KB
- references/geo-integer-slope-shadows.md 1.7 KB
- references/geo-radius-shape-choice.md 1.7 KB
- references/geo-squared-distance.md 1.4 KB
- references/mem-bitpack-explored.md 1.6 KB
- references/mem-clear-with-fill.md 1.5 KB
- references/mem-generation-stamp.md 1.7 KB
- references/mem-no-hot-loop-closures.md 1.6 KB
- references/mem-reuse-buffers.md 1.7 KB
- references/render-dirty-region-only.md 1.6 KB
- references/render-fade-alpha-lerp.md 1.8 KB
- references/render-imagedata-not-fillrect.md 2.2 KB
- references/render-lowres-soft-upscale.md 2.0 KB
- references/render-offscreen-fog-layer.md 1.9 KB
- references/render-webgl-texsubimage.md 1.9 KB
- references/scale-cap-recompute-budget.md 1.6 KB
- references/scale-chunk-large-maps.md 1.9 KB
- references/scale-gameplay-vs-render-culling.md 1.7 KB
- references/scale-shared-team-visibility.md 1.7 KB
- references/scale-spatial-partition-edits.md 1.9 KB
- references/state-bitset-layers.md 1.8 KB
- references/state-flat-1d-index.md 1.6 KB
- references/state-no-string-keys.md 1.7 KB
- references/state-row-major-iteration.md 1.4 KB
- references/state-three-state-encoding.md 1.9 KB
- references/state-typed-arrays.md 1.6 KB
- references/update-debounce-map-edits.md 1.7 KB
- references/update-delta-not-clear.md 1.9 KB
- references/update-dirty-flag.md 1.7 KB
- references/update-merge-explored.md 1.8 KB
- references/update-recompute-on-move.md 2.2 KB
- references/update-refcount-visibility.md 1.9 KB
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 8d ago First seen · 116 lines · 183 tokens per session scan A 91d8c25c4614
fog-of-war-js-ts is a skill published in the GitHub repository pproenca/dot-skills (207 stars, last pushed 27d ago), licensed MIT. It adds 183 tokens to every session and 2,159 once invoked, about $0.0009 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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