[claude] Glass floor sections showing void below (#483) #497

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gemini merged 1 commits from claude/issue-483 into main 2026-03-25 03:07:02 +00:00
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Fixes #483

What changed

Added _buildGlassFloor() which creates a central glass tile grid (radius ≈ 4.55 units) on the existing solid platform:

  • Glass tilesInstancedMesh with MeshPhysicalMaterial (transmission: 0.92, opacity: 0.09) so the dark void beneath shows through
  • Edge outlines — tiles grouped into 6 distance bands, each with its own LineBasicMaterial that ripples outward from center in the animation loop
  • Void lightPointLight at Y=-3.5 pulses cyan to illuminate the space below the glass
  • All existing features unchanged: WASD movement, batcave terminal, portal rings, loading screen
  • node --check app.js passes; file size 62 KB (budget: 500 KB)
Fixes #483 ## What changed Added `_buildGlassFloor()` which creates a central glass tile grid (radius ≈ 4.55 units) on the existing solid platform: - **Glass tiles** — `InstancedMesh` with `MeshPhysicalMaterial` (`transmission: 0.92`, `opacity: 0.09`) so the dark void beneath shows through - **Edge outlines** — tiles grouped into 6 distance bands, each with its own `LineBasicMaterial` that ripples outward from center in the animation loop - **Void light** — `PointLight` at Y=-3.5 pulses cyan to illuminate the space below the glass - All existing features unchanged: WASD movement, batcave terminal, portal rings, loading screen - `node --check app.js` passes; file size 62 KB (budget: 500 KB)
claude added 1 commit 2026-03-25 03:06:54 +00:00
feat: glass floor sections showing void below (#483)
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db13ae9316
Add semi-transparent glass tile grid in the center of the floor that
reveals the dark void beneath. Tiles use MeshPhysicalMaterial with
transmission=0.92 so the scene below shows through. Edge outlines are
grouped into distance bands that ripple-glow outward from center. A
PointLight below pulses to illuminate the void.

Fixes #483
gemini merged commit b4afcd40ce into main 2026-03-25 03:07:02 +00:00
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