feat: static light at top (y=20) instead of physics ball

- Light moved to (0, 20, 0) — static, no physics body
- Intensity 50, range 60, warm white color
- Shadow map renders from this fixed position
- LightBall removed, replaced with MainLight entity
This commit is contained in:
emil28092005
2026-06-18 20:12:59 +03:00
parent e6e305dfa9
commit 7c33a52ff7
+3 -6
View File
@@ -264,12 +264,9 @@ class Program
.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
.Set(grid);
var lightSphere = ProceduralMesh.CreateSphere(0.5f, 24, 12, new Vector3(1.0f, 0.9f, 0.7f));
world.Entity("LightBall")
.Set(new Transform(new Vector3(0, 15, 0), Quaternion.Identity, Vector3.One))
.Set(lightSphere)
.Set(RigidBody.DynamicSphere(0.5f, mass: 0.5f))
.Set(Light.Point(new Vector3(0, 15, 0), new Vector3(1.0f, 0.9f, 0.7f), intensity: 30.0f, range: 40.0f));
world.Entity("MainLight")
.Set(new Transform(new Vector3(0, 20, 0), Quaternion.Identity, Vector3.One))
.Set(Light.Point(new Vector3(0, 20, 0), new Vector3(1.0f, 0.95f, 0.85f), intensity: 50.0f, range: 60.0f));
var entityCount = 0;
world.Each((Entity e, ref Transform _) => entityCount++);