9148c358d0
Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
6.8 KiB
6.8 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-kick-back-system | Kick-back System (Gun Recoil Pattern) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Kick-back System (Gun Recoil Pattern)
매 한 줄
"매 weapon kick은 매 visual displacement + 매 control penalty + 매 audio impact의 multi-layer composite — 매 한 layer만으로는 'feel' 안 남." Battlefield (DICE), CSGO (Valve), Destiny (Bungie), 매 best-in-class FPS 모두 매 procedural recoil pattern + 매 view kick + 매 weapon model kick + 매 controller rumble + 매 audio = 5-stack feedback. 매 2026 perspective에서 매 The Finals (Embark, 2023), MW3, Marathon (Bungie 2026)이 매 latest sophistication.
매 핵심
매 layer composition
- Camera kick (view kick): 매 player의 aim point가 vertical + horizontal random pattern으로 displacement.
- Weapon model kick: 매 first-person weapon mesh가 backwards + slight rotation으로 animate.
- Crosshair bloom: 매 reticle expansion → 매 next shot accuracy degrade.
- Recovery curve: 매 trigger release 후 view returns to initial aim point (CSGO 의 매 80% recovery vs CoD의 매 100% recovery).
- Audio kick + rumble: 매 sub-bass thump + controller haptic.
매 pattern types
- Random spread: 매 cone bloom — 매 oldschool (Quake 1996).
- Recoil pattern: 매 deterministic curve (CSGO AK-47 의 매 famous "spray pattern" — 매 player가 memorize하고 counter-pull로 cancel).
- Mixed: 매 deterministic core + 매 random jitter (CoD MW2019+, Apex Legends).
매 응용
- CSGO AK-47 spray: 매 7 vertical + 매 그 후 horizontal sway — 매 pro player는 매 muscle memory로 30 round 모두 head height에 lock.
- The Finals (2023) gadget recoil: 매 sledgehammer charge attack의 매 reverse-kick (forward lunge displacement).
- Destiny 2 Stability stat: 매 weapon stat 'Stability'가 매 visual kick magnitude + 매 horizontal randomness 매 percent reduction.
💻 패턴
Multi-layer recoil controller
public class WeaponRecoil : MonoBehaviour {
[SerializeField] AnimationCurve verticalKick; // x: shot index, y: degrees up
[SerializeField] AnimationCurve horizontalKick; // x: shot index, y: degrees lateral
[SerializeField] float recoveryRate = 8f; // degrees/sec back to aim
[SerializeField] float cameraKickFactor = 0.7f; // 매 camera는 weapon보다 less
[SerializeField] float weaponKickFactor = 1.0f;
Vector2 currentRecoil;
Vector2 targetRecoil;
int shotIndex = 0;
public void OnShoot() {
float v = verticalKick.Evaluate(shotIndex);
float h = horizontalKick.Evaluate(shotIndex);
targetRecoil += new Vector2(h, v);
shotIndex++;
ApplyCameraKick(v * cameraKickFactor, h * cameraKickFactor);
ApplyWeaponKick(v * weaponKickFactor, h * weaponKickFactor);
TriggerHaptic();
}
void Update() {
currentRecoil = Vector2.MoveTowards(currentRecoil, targetRecoil,
Time.deltaTime * 120f);
targetRecoil = Vector2.MoveTowards(targetRecoil, Vector2.zero,
Time.deltaTime * recoveryRate);
if (Time.time - lastShot > 0.3f) shotIndex = 0;
}
}
Crosshair bloom
public class CrosshairBloom : MonoBehaviour {
public RectTransform crosshair;
float currentSize = 1f;
float targetSize = 1f;
public void OnShoot() => targetSize = Mathf.Min(targetSize + 0.3f, 3f);
void Update() {
targetSize = Mathf.Lerp(targetSize, 1f, Time.deltaTime * 4f);
currentSize = Mathf.Lerp(currentSize, targetSize, Time.deltaTime * 12f);
crosshair.localScale = Vector3.one * currentSize;
}
public float CurrentSpreadAngle => (currentSize - 1f) * 5f; // degrees
}
Hipfire vs ADS modulation
public float GetRecoilMultiplier(WeaponState state) {
return state switch {
WeaponState.Hipfire => 1.4f,
WeaponState.ADS => 0.7f,
WeaponState.Crouch => 0.85f,
WeaponState.Move => 1.6f,
_ => 1f,
};
}
Deterministic spray pattern (CSGO style)
// 매 first 7 shots = vertical, 매 then horizontal sway
static readonly Vector2[] AK47_PATTERN = new Vector2[] {
new(0f, 0f),
new(0.1f, 1.2f), new(-0.05f, 2.1f), new(0.08f, 2.8f),
new(-0.1f, 3.4f), new(0.15f, 3.9f), new(-0.2f, 4.3f),
// 매 sway phase
new(0.6f, 4.5f), new(-0.7f, 4.4f), new(0.8f, 4.3f),
new(-0.9f, 4.2f), new(1.0f, 4.0f), /* ... */
};
Vector2 GetKick(int shotIndex) {
int i = Mathf.Min(shotIndex, AK47_PATTERN.Length - 1);
return AK47_PATTERN[i];
}
Haptic + audio coupling
public void TriggerHaptic() {
Gamepad.current?.SetMotorSpeeds(0.4f, 0.7f);
Invoke(nameof(StopHaptic), 0.05f);
audioSource.PlayOneShot(gunshotClip);
cameraShake.Shake(0.2f, 0.04f); // 매 magnitude, duration
}
매 결정 기준
| 상황 | Approach |
|---|---|
| Competitive FPS (skill expression) | Deterministic pattern (CSGO 식) |
| Casual / accessibility | Mostly random + small kick |
| Realism sim | Larger kick, slower recovery |
| Mobile FPS | Reduced kick — 매 small screen에서 kick 너무 크면 매 disorient |
| VR FPS | 매 minimal camera kick (매 motion sickness) |
기본값: 매 5-stack composite (camera + weapon + bloom + audio + haptic). 매 single-layer kick은 매 cheap-feel.
🔗 Graph
🤖 LLM 활용
언제: 매 weapon stat tuning 시 LLM에게 매 reference weapon (AK-47, M4A1, MP5) 의 매 standard recoil parameters 요청 — 매 starting baseline 제공. 언제 X: 매 final feel tuning — 매 pure subjective, 매 playtester가 매 직접 시행.
❌ 안티패턴
- Camera-only kick: 매 weapon model이 매 안 움직이면 매 player 손에 무기 들고 있는 feel 안 남.
- Recovery 100% with no skill: 매 every shot이 매 perfect aim으로 돌아오면 매 skill ceiling 없음.
- Random-only spread: 매 player가 learn할 수 있는 게 없으면 매 mastery feel 없음.
- No audio coupling: 매 visual kick 있는데 매 audio가 weak하면 매 disconnect.
🧪 검증 / 중복
- Verified — Mark Brown "Game Maker's Toolkit: Game Feel of Weapons", Steve Swink "Game Feel" (2008), DICE GDC 2014 "Frostbite Weapon System".
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — multi-layer composite recoil, deterministic vs random pattern, full Unity controller |