A moving Problem-red lamp casts long soft-edged shadows through a seeded field of dimensional blockers, snapping to the pointer while preserving the depth and falloff of each occlusion.
ReadyA moving Problem-red lamp casts long soft-edged shadows through a seeded field of dimensional blockers, snapping to the pointer while preserving the depth and falloff of each occlusion.
- Product moments
- Spatial storytelling
- Interactive identity systems
- Every blocker owns its own shadow vector and distance-based penumbra
- The lamp follows the pointer with the same coordinate system used by idle drift
- Seeded jitter avoids a sterile grid while preserving a stable composition
- Blockers and their shadows are capped by the shared compact particle budget
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
Adaptive sampling, capped DPR and visibility-based suspension keep the renderer predictable. Test density on low-power mobile hardware before increasing it.
Pointer and touch coordinates are container-scoped; offscreen renderers stop work and pixel ratio is capped.
The visual canvas is decorative by default. Pair it with a semantic heading or description, and reduced motion holds a stable rendered frame.
BEHAVIOR
Built to move without taking over.
- Every blocker owns its own shadow vector and distance-based penumbra
- The lamp follows the pointer with the same coordinate system used by idle drift
- Seeded jitter avoids a sterile grid while preserving a stable composition
- Blockers and their shadows are capped by the shared compact particle budget
- Every control maps directly to this component's independent renderer contract
- Full-size and compact previews use the same implementation and behavior
SOURCE STATUS
Portable implementation included in the verified MIT open-source package.
