DEVLOG | April 17, 2026

Camera and impact audio

research

This was a research day: less about ceremony, more about tightening the shape of the thing until it behaved a little more like itself. 42 commits landed or were available locally. There was also a decent amount of local conversation around the work, but the useful part is the trail it leaves: questions asked, decisions narrowed, and a few assumptions made explicit. The center of gravity was audio, asset, map, terrain.

What moved

research moved through resolve terrain and overlay unknown chunk provenance, name recovered HUD audio and scene assets, map aircraft subobjects to likely surface regions, close the far aircraft LOD as a black projected blip, reassess the rewrite plan after asset closure, tighten camera, impact audio, and smoke contracts, reassess the rewrite plan after camera and effects closure, and close the shared projection and FOV contract.

What I learned

The visual effects work keeps coming back to timing and restraint. Smoke reads best when it behaves like consequence: brief enough to belong to the event, persistent enough to tell you what just happened.

Source trail

The research lane stays research, and the implementation lane stays implementation. This post is a narrative summary of local work, not a publication of raw originals.