Dungeon map tools output static 2D sprites — no geometry, no real light — so a GM who wants a torch to actually cast shadows has nothing between Dungeondraft and a full game engine. Lighting in existing VTTs is faked with 2D shadow polygons.
02 — Fix
A browser-based builder that authors top-down but renders real 2.5D geometry in WebGL2 — extruded walls, swinging doors, shadow-mapped lighting — with a reactive trigger system and an acoustics overlay on top.
Exhibit 007-A
03 — Proof
Grid topologies
3 — square, hex, and edge-snap free-build
Lighting
8-light shader with shadow-mapped sun, torch flicker and window sun-shafts
Day cycle
time-of-day slider with keyframed sun colour + 60-second animated cycle
Trigger system
8 event types, 5 actions, full snapshot/restore on stop
Acoustics overlay
ray-walked heatmap — walls −10 dB, doors −6 dB, windows −3 dB
Save format
v6 with a tested v2→v6 migration chain (18 cases)
04 — Method
Blazor host + raw WebGL2 (no Three.js); triggers, themes and acoustics shipped in three waves of parallel agents within a single session, each wave integration-tested before the next launched.