DEVLOG | April 24, 2026
Hit audio and tracer feedback
This was a research-and-implementation day: less about ceremony, more about tightening the shape of the thing until it behaved a little more like itself. 27 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 issue, world, damage, combat.
What moved
implementation moved through simulate local tracer projectiles in client state, render local tracers and muzzle flash in view3d, play gun_fire_primary on emitted local shot, warm tracers and halve client fire rate, wire combat feedback audio for hit and kill events, draw damage flash overlay on inbound hits, whiter tracers and halve client fire rate again, and spawn remote tracers from primary_fire_count deltas.
What I learned
The combat model is becoming less abstract. Hits need to be legible, not just registered, and the visible feedback has to stay tied to the underlying state instead of becoming decorative noise.
Source trail
- Local conversation signal: 15 working sessions.
- implementation f8693a0: document debug damage mode flag
- implementation 089d781: align physics ground with rendered terrain
- implementation e65135a: extend hangar visibility range
- implementation 7eb4667: cull offscreen world instances by mesh bounds
- implementation 6a69bdd: restore sky gradient prepass
- implementation ffb1cf3: render airfield pads in terrain pass
- implementation bc6aa5f: add fuel ignition and loadout economy
- implementation 338d5ec: add client engine audio
- implementation 2083bdb: implement ground contact
- implementation 4e15b62: throttle outgoing shot reports to server cadence
- implementation a285bae: simulate local tracer projectiles in client state
- implementation f8a44a4: render local tracers and muzzle flash in view3d
- implementation 59151ab: play gun_fire_primary on emitted local shot
- implementation fc1d457: warm tracers and halve client fire rate
- implementation 1bb23e1: wire combat feedback audio for hit and kill events
- implementation 0a00914: draw damage flash overlay on inbound hits
- implementation 9ce3090: whiter tracers and halve client fire rate again
- implementation 14dc298: spawn remote tracers from primary_fire_count deltas
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.