DEVLOG | April 30, 2026
Aircraft damage and hangar shells
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
- Local conversation signal: 26 working sessions.
- implementation 7a88b99: validate required audio samples
- implementation 9dfdb60: gate bomb loading
- implementation 9029595: add bomb drop audio
- implementation 6529e11: render bomb releases
- implementation 62283fb: fix bomb release kinematics
- implementation 25125fa: depth-test projectile tracers and muzzle flash
- implementation 5acb2c0: ignore local agent harness state
- implementation 7d01596: add aircraft collision damage
- implementation 0ec9985: add static object collision
- implementation c2680ae: add hangar subtarget collision shells
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.