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      <title>Part 5: From Terminal Cells to Sprite Maps: Font Fallbacks and Auto-Tiling</title>
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      <pubDate>Sun, 09 Aug 2026 10:00:00 +0530</pubDate>
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      <description>&lt;p&gt;Building a terminal-based engine in pure ASCII looks cool for about five minutes. Then you try rendering a complex facility map with corners, T-junctions, and status icons, and raw character cells start feeling incredibly limiting.&lt;/p&gt;&#xA;&lt;p&gt;Two specific problems hit me immediately when I tried switching to Raylib for graphics. First, drawing wall tiles manually by hand in level files meant placing 16 different corner variations by hand. Second, when I tried rendering a 🚨 warning emoji alongside FiraCode monospace text, Raylib just rendered a missing glyph box (&lt;code&gt;?&lt;/code&gt; or &lt;code&gt;□&lt;/code&gt;).&lt;/p&gt;</description>
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