Dev Journal Entry
Impact Graph FX Prototype Integrated
February 22, 2026
ExperimentalCombat FX
Prototype goal
The impact graph prototype moves hit effects away from one-shot hardcoded presets toward composable effect logic. Each impact can now evaluate context and select a richer response chain.
This improves both readability and extensibility for future weapon families.
- Graph based composition replaces single preset branching.
- Impact responses can vary by hit context and material intent.
- System is designed for iterative tuning without deep rewrites.
Obstacle-aware deflection hooks
Deflection hooks were added to support interactions where impacts glance, scatter, or redirect based on nearby surfaces. This creates more believable combat feedback in cluttered scenes.
The prototype currently emphasizes stable behavior under rapid impact bursts.
- Deflection decisions can consult local obstacle state.
- Graph stages can spawn secondary effects conditionally.
- Fallback paths keep behavior stable when context data is sparse.
Next hardening steps
The current pass is functional but intentionally experimental. The next stage is performance budgeting and tighter integration with particle LOD and lighting cost controls.
This keeps visual richness from becoming an unbounded runtime expense.
- Add per-effect budget accounting and profiling markers.
- Integrate with existing particle LOD throttles.
- Define stable authoring patterns for future weapon packs.