Implement Fog of War Build fog of war as a shared perception system with a restrained presentation layer. Preserve the architecture Keep these responsibilities separate: 1. Let deterministic CPU perception own ranges, obstacle intersections, and gameplay visibility. 2. Encode the player's angular visible distances into one fixed-size lookup texture. 3. Let one full-screen shader turn that lookup into soft radial and wall-aware fog. 4. Let gameplay consume perception results directly; never infer combat truth from fog pixels. Read mechanics.md before implementing or changing the algorithm. It…