A faceted shaft that never resolves into a square room. Drift through it. Brush the wall. Let it ring.
Software Rendered Descent
A 2.5D falling scene rendered on the CPU, with a bell tone lifted from the same synth logic that powered Dead Beat.
Arm audio, then drift with WASD or the arrow keys. The shaft
chimes when you strike the wall.
This piece treats falling like navigation. You are always descending, but the tunnel pulls and twists just enough to make the drop feel physical. The center stays dark and distant while the walls pick up ring seams, facet edges, and impact flashes as they rush past.
- Live demo source:
/assets/falling-hall/main.json this site. No separate public repo yet. - Bell synthesis lineage: the triangle-wave generator pattern is shared with Dead Beat and later extracted into the public chewgum-dsp v0.1.0 repo.
- Rendering approach: signed-distance raymarching against a procedural facet tunnel, with adaptive per-pixel step size, exponential fog, and a single directional light with rim and seam terms.
- Implementation note: pure CPU rendering into a 160 × 120
ImageDatabuffer, scaled up by the browser. No WebGL, no shaders. Physics and audio triggering run from the same main loop; synthesis is scheduled through Web Audio.
Shane Curry, "Falling Hall," https://shanecurry.com/lab/toys/falling-hall/, published 2026-04-04, updated 2026-04-30.