floor
The abyssal plain the wreck lies on. `build()` spawns the `Seafloor` entity — a 460 x 560 m mesh on a 2 m grid, deliberately coarse, carrying only the long drift dunes and the shallow scour the hull dug when it landed. Everything a camera 30 cm off the floor actually reads lives…
deadlight.abyss.floor
The abyssal plain the wreck lies on. build() spawns the Seafloor entity —
a 460 x 560 m mesh on a 2 m grid, deliberately coarse, carrying only the long
drift dunes and the shallow scour the hull dug when it landed. Everything a
camera 30 cm off the floor actually reads lives in the seafloor shader,
computed per pixel from world XZ.
heightAt(x, z) is the same field the mesh was built from, so anything that has
to sit ON the floor — a sea cucumber crawling, the silt roll the downwash
lifts — can ask where the floor is rather than guessing y = 0.
Scoped to this part · feeds back into the world's score.