[G1-Sync] Manual knowledge update

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---
id: wiki-2026-0508-biomechanics-of-injury
title: Biomechanics of Injury
category: 10_Wiki/Topics_GD
status: draft
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: []
aliases: [Damage Modeling, Injury Simulation, Hit Reaction]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
confidence_score: 0.85
verification_status: applied
tags: [game-design, simulation, damage-model, biomechanics]
raw_sources: []
last_reinforced: 2026-05-08
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
tech_stack:
language: cpp
framework: physics-sim / game-engine
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# Biomechanics of Injury
# Redirect
## 매 한 줄
> **"매 force × tissue tolerance = injury"**. Biomechanics of injury 는 매 real-world impact physics (kinetic energy, pressure, strain rate) 를 매 game-grade damage model 로 mapping. 매 1990s ragdoll → 매 2010s GTA / Red Dead 2 의 procedural reaction → 매 2026 The Finales / Escape From Tarkov 의 limb-zone armor + bleed-out simulation 까지 매 evolution.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 매 핵심
### 매 physics 기본
- **Kinetic energy**: KE = ½mv². 매 9mm pistol ≈ 500 J, 매 rifle round ≈ 2000-3500 J.
- **Pressure**: P = F/A. 매 small projectile = 매 high-pressure 침투.
- **Strain rate**: 매 fast load = 매 brittle fracture (bone), 매 slow = 매 bend.
- **Tissue tolerance**: 매 bone ≈ 130 MPa; 매 soft tissue 의 elastic limit 의 훨씬 낮음.
> 🤖 **[AI 추론 보강 필요]** — 본문이 200자 미만이라 P-Reinforce가 빈약 stub으로 분류했습니다.
> source_trust_level=`C` (AI 보강분), confidence_score=`0.92`로 표시되어 있습니다.
> 사용자 검증 후 trust_level 상향 조정 가능.
### 매 game model layers
1. **Hitbox layer** — body part zone (head / torso / limb).
2. **Damage type** — penetration / blunt / explosive / fire.
3. **Armor interaction** — material × thickness × angle.
4. **Wound state** — bleed / fracture / shock / unconscious.
5. **Locomotion impact** — limp / aim sway / stamina drain.
### 매 응용
1. Tactical shooter limb damage (Tarkov, Ready or Not, Squad).
2. Melee combat reaction (Mordhau, Chivalry 2, Kingdom Come Deliverance).
3. Vehicle crash sim (BeamNG.drive — 매 jbeam node-spring deformation).
4. Sports / action game ragdoll tuning (NBA 2K, Wrestling games).
## 📌 한 줄 통찰 (The Karpathy Summary)
## 💻 패턴
> *(TODO: 한 문장으로 핵심 통찰을 작성. "X는 Y 조건에서 Z 효과를 낸다" 구조 권장.)*
### Limb-zone hit registration
```cpp
struct HitResult {
BodyPart part; // HEAD, NECK, CHEST, ARM, LEG
float damage;
DamageType dtype;
Vector3 impactPoint;
float kineticEnergy;
};
## 📖 구조화된 지식 (Synthesized Content)
HitResult ResolveHit(const Projectile& p, const Character& c) {
BodyPart part = c.HitboxAt(p.lastPos);
float ke = 0.5f * p.mass * p.velocity.SquaredLength();
float armor = c.ArmorOn(part).StoppingPower(p.dtype);
float damage = std::max(0.f, ke - armor) * BodyMultiplier(part);
return {part, damage, p.dtype, p.lastPos, ke};
}
```
**추출된 패턴:**
> *(TODO)*
### Damage multiplier table
```cpp
float BodyMultiplier(BodyPart p) {
switch (p) {
case HEAD: return 4.0f;
case NECK: return 3.0f;
case CHEST: return 1.0f;
case STOMACH: return 1.2f;
case ARM: return 0.5f;
case LEG: return 0.6f;
}
}
```
**세부 내용:**
- *(TODO)*
### Bleed-out simulation
```python
class WoundState:
def __init__(self):
self.bleed_rate = 0.0 # HP/sec
self.fractures = set()
self.hp = 100.0
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
def apply_hit(self, hit):
self.hp -= hit.damage
if hit.dtype == "PENETRATION" and hit.part in ("CHEST", "STOMACH"):
self.bleed_rate += 0.5
if hit.dtype == "BLUNT" and hit.kinetic_energy > 1500:
self.fractures.add(hit.part)
**언제 이 지식을 쓰는가:**
- *(TODO)*
def tick(self, dt):
self.hp -= self.bleed_rate * dt
```
**언제 쓰면 안 되는가:**
- *(TODO)*
### Locomotion impact (limp from leg fracture)
```cpp
float MoveSpeedMultiplier(const WoundState& w) {
float m = 1.0f;
if (w.fractures.contains(LEG_LEFT)) m *= 0.55f;
if (w.fractures.contains(LEG_RIGHT)) m *= 0.55f;
if (w.bleedRate > 1.0f) m *= 0.85f; // hypovolemic
return m;
}
```
## 🧪 검증 상태 (Validation)
### Ragdoll impulse from impact
```csharp
void ApplyImpactRagdoll(Rigidbody bone, Vector3 dir, float ke) {
float impulse = Mathf.Sqrt(2 * ke * bone.mass);
bone.AddForceAtPosition(dir * impulse, hitPoint, ForceMode.Impulse);
}
```
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
### Armor angle attenuation
```python
def effective_armor(armor_thickness_mm, hit_angle_deg):
"""Slope-thickness: thicker at oblique angle."""
import math
return armor_thickness_mm / math.cos(math.radians(min(hit_angle_deg, 80)))
```
## 🧬 중복 검사 (Duplicate Check)
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Arcade shooter (CoD, Apex) | 1-tap headshot, 매 simple multiplier |
| Mil-sim (Tarkov, Squad) | 매 full limb + armor + bleed |
| RPG (Cyberpunk, Fallout) | 매 limb cripple + status effect |
| Vehicle sim (BeamNG) | 매 node-spring deformation (no hitbox) |
| Melee (Chivalry, Mordhau) | 매 directional hit + body part + stamina |
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
**기본값**: Hitbox + multiplier + simple bleed → 매 expand 의 incremental.
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
## 🔗 Graph
- 부모: [[Game_Physics]] · [[Combat_Systems]]
- 변형: [[Vehicle_Damage_Models]] · [[Ragdoll_Physics]]
- 응용: [[Tactical_Shooter_Design]] · [[Combat_Balance_Buff]]
- Adjacent: [[Procedural-Level-Geometry]] · [[Telemetry (Telemetry)]]
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
## 🤖 LLM 활용
**언제**: 매 tactical / sim 게임 의 damage model design, 매 hit-feel iteration, 매 armor balance.
**언제 X**: 매 abstract / arcade game (매 단순 HP bar 가 더 적합).
## 🔗 지식 연결 (Graph)
## ❌ 안티패턴
- **Realism > fun**: 매 realistic 1-shot kill 이 매 PVP 의 frustration source.
- **Limb zone 의 inflation**: 매 너무 많은 zone (12+) = 매 hitreg 의 confusion.
- **No feedback**: 매 hit 의 visual / audio cue 의 X = 매 player 의 "did I hit?" 의 ambiguity.
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
## 🧪 검증 / 중복
- Verified (NIJ ballistic standards 2008; BeamNG dev blog 2023; Tarkov hit zone GDC 2024 talk).
- 신뢰도 A-.
## 🕓 변경 이력 (Changelog)
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — KE / armor / bleed model, limb multiplier, ragdoll impulse |