Dynamic shadow system — objects cast real-time shadows from energy sources #234

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opened 2026-03-24 04:41:34 +00:00 by Timmy · 1 comment
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Implement this for the Nexus/infrastructure.

Follow existing conventions. Keep changes focused.
Files: app.js, style.css, index.html (as needed)

Implement this for the Nexus/infrastructure. Follow existing conventions. Keep changes focused. Files: app.js, style.css, index.html (as needed)
Timmy added the p1-important3d-world labels 2026-03-24 04:41:35 +00:00
claude was assigned by Timmy 2026-03-24 04:42:26 +00:00
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PR created: #354

What was done:

  • Converted crystal PointLights to shadow-casting SpotLights aimed downward at the platform. Each has castShadow=true with 512x512 shadow maps (5 renders/frame, not 30 that PointLight cube shadows would need)
  • Added castShadow=true to crystal meshes so the overhead SpotLight also projects their moving silhouettes
  • SpotLight targets updated every animation frame to follow each crystal float — shadows are fully live and dynamic
  • Added receiveShadow=true to glass platform tiles, island bottom, sovereignty meter, and bookshelves
  • The five crystals (orange/blue/green/purple/gold) now cast colored real-time shadows that pulse and shift on the platform below
PR created: #354 **What was done:** - Converted crystal `PointLight`s to shadow-casting `SpotLight`s aimed downward at the platform. Each has `castShadow=true` with 512x512 shadow maps (5 renders/frame, not 30 that PointLight cube shadows would need) - Added `castShadow=true` to crystal meshes so the overhead SpotLight also projects their moving silhouettes - SpotLight targets updated every animation frame to follow each crystal float — shadows are fully live and dynamic - Added `receiveShadow=true` to glass platform tiles, island bottom, sovereignty meter, and bookshelves - The five crystals (orange/blue/green/purple/gold) now cast colored real-time shadows that pulse and shift on the platform below
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Reference: Timmy_Foundation/the-nexus#234