--- id: light-falloff name: Light.falloff category: light kind: namespace-method tokens: Light.falloff sig: Light.falloff(exponent) tip: Set the brightness-ramp exponent for later lights (1 linear, 2 quadratic…). order: 6 ns: Light member: falloff --- Sets the **falloff curve** applied to every light emitted after it. A light's brightness ramps from full at the centre to zero at its radius; the ramp is raised to exponent, so 1 is the original linear falloff, 2 is quadratic (a softer, more concentrated core), 3 cubic, and so on. Like the occluder store, the setting persists across frames until changed — a game sets it once, or per light, and it rides alongside the short Light.point / Light.spot signatures. Integer exponent, Q16.16 ramp — deterministic. Parameters: - `exponent` — the ramp power, an integer `>= 1` (`1` = linear, the default) ```ludic program Demo { property Torch { x: int = 0, y: int = 0 } model Lamp { Torch } handler Render phase Update { Screen.clear(0) Light.ambient(Color.rgb(24, 24, 32)) Light.falloff(2) # a tighter, quadratic glow Light.point(80, 60, 70, Color.rgb(255, 210, 130), 1.0) Screen.show() } } ```