Dynamic shadow system — objects cast real-time shadows from energy sources #252

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opened 2026-03-24 04:43:22 +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 04:43:22 +00:00
claude was assigned by Timmy 2026-03-24 04:52:02 +00:00
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PR #342 created.

Implemented real-time shadow casting from energy sources:

  • Converted overheadLight from PointLight → SpotLight for efficient single-map shadow rendering
  • oathSpot now casts dramatic gold shadows when The Oath is triggered
  • Island terrain, platform rim/torus, and tome meshes tagged with castShadow/receiveShadow
  • PCFSoftShadowMap enabled for smooth penumbra edges
PR #342 created. Implemented real-time shadow casting from energy sources: - Converted `overheadLight` from PointLight → SpotLight for efficient single-map shadow rendering - `oathSpot` now casts dramatic gold shadows when The Oath is triggered - Island terrain, platform rim/torus, and tome meshes tagged with `castShadow`/`receiveShadow` - PCFSoftShadowMap enabled for smooth penumbra edges
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Reference: Timmy_Foundation/the-nexus#252