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    <lastBuildDate>Mon, 10 Aug 2026 10:00:00 +0530</lastBuildDate>
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      <title>Part 6: Simulating a Living Facility: Room Derivation, Sunlight Spillover, and Positional SFX</title>
      <link>https://lorbic.com/modular-missions-floodfill-audio-raylib/</link>
      <pubDate>Mon, 10 Aug 2026 10:00:00 +0530</pubDate>
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      <description>&lt;p&gt;Generating a raw matrix of integer tiles gives you a map layout, but it doesn&amp;rsquo;t give you a living environment. When I loaded my first level into &lt;em&gt;Derelict Facility&lt;/em&gt;, the engine had no concept of what a &amp;ldquo;Laboratory&amp;rdquo; or a &amp;ldquo;Reactor Room&amp;rdquo; was. It just saw a flat array of walls and floors.&lt;/p&gt;&#xA;&lt;p&gt;If a player flipped a power terminal inside a room, I had no clean way to know which room lights or doors to toggle without scanning the whole map grid on every frame. If an alarm fired down the hall, it played at full volume regardless of where the player was standing.&lt;/p&gt;</description>
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