The ground gets cast: per-pixel floor and ceiling, both paintable
True floor-casting replaces the gradients and the projected seam lines: every screen row lies at one depth, walked with a constant world-space step and sampled from floor.png underfoot and ceiling.png overhead — each maze cell wearing exactly one tile, so the artist's border IS the cell seam. Distance shade and fog fold into the same per-pixel pass, pixel buffers cache per texture (re-read when a painted file lands), and the whole frame still clears 60fps with room to spare. Flagstones and dark slabs ship as the starter files beside the other masonry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -94,7 +94,7 @@
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wherever a file is missing.
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</p>
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<div class="grid">
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{#each ["wall", "rim", "stone", "door", "firewall", "warp"] as name (name)}
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{#each ["wall", "rim", "stone", "door", "firewall", "warp", "floor", "ceiling"] as name (name)}
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<figure>
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<img class="masonry" src={`/textures/${name}.png`} alt={`${name} texture`} />
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<figcaption>{name}</figcaption>
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