DEVLOG | April 30, 2026

Aircraft damage and hangar shells

implementationresearch

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. 10 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 damage, camera, hit, terrain.

What moved

implementation moved through add bomb drop audio, render bomb releases, fix bomb release kinematics, depth-test projectile tracers and muzzle flash, ignore local agent harness state, add aircraft collision damage, add static object collision, and add hangar subtarget collision shells.

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

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.