Expand description
Combat debris physics system for Chaos RPG.
When an entity dies its constituent glyphs become rigid-body debris that
scatter, bounce, settle and fade according to the element of the killing
blow. Each DebrisType variant encodes unique physical behaviour (fire
debris floats upward, ice shatters on impact, etc.).
The system is built around a pre-allocated DebrisPool of 500 particles
that are recycled as they expire, a DebrisSimulator that steps physics
each frame, and a DebrisRenderer that exports live debris as
GlyphInstance data for GPU instanced rendering.
Structs§
- Arena
Collider - Defines the arena boundaries as six axis-aligned planes (floor, ceiling, four walls).
- Camera
Trauma - Camera shake / trauma descriptor emitted alongside debris.
- Collision
Result - Collision result from testing a particle against the arena.
- Death
Effect - Orchestrates a complete entity death sequence: debris spawn, camera trauma, sound cue, and element-specific animations.
- Debris
Particle - A single piece of combat debris — a glyph char with rigid-body dynamics.
- Debris
Pool - Pre-allocated pool of debris particles. Dead particles are recycled.
- Debris
Renderer - Converts live debris particles into
GlyphInstancedata suitable for GPU instanced rendering. - Debris
Simulator - Steps all debris particles each frame with gravity, collision, friction, buoyancy, drag, and settling logic.
- Debris
Spawner - Spawns debris particles into a
DebrisPoolfrom entity death events. - Entity
Death Event - Information about an entity death, used by
DebrisSpawner. - Sound
Cue - Sound cue hint emitted with death effects.
Enums§
- Debris
Type - Element-specific debris behaviour.