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More exhibits, like rotation, translation, shadow strength (webgl ava…
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…ilable)

- Didn't feel my most focused in this session so largely worked on getting a couple of new exhibits in place.
- Need to make a decision on whether anything should be totally static (e.g. point light? or could we vary the light intensity or something in that case just to have something moving? Or should we have nothing moving? But what is the different between a point light that moves and one that doesn't? And how to distinguish movement types like in/out, up/down, side-to-side from the fact of the light itself? Those behaviours yield quite distinct shadow behaviours, as do light rotations
- An orbiting light casts sort of the same shadows as a rotating object... but also *not*... there are weird subtleties. And how should I label things? It's actually weird-feeling semantically.
- Should I implement any kind of little UI for me to cycle things? No I can probably just do it in editor while the game is running
- I think we're close to understanding the interiors and to giving them their own rooms though because they're actually pretty fun to look at now
- Probably should make the cut-off thing dynamic... any of those things that literally reference a number and are in some way visible when you dynamically slide them
- Anyway, I worked
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pippinbarr committed Jan 15, 2024
1 parent 81d9050 commit 1f76970
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