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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-combat-system-bullet-pipeline
title: Combat System & Bullet Interaction Pipeline
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [bullet hell, combat system, object pool, broad-phase, narrow-phase, collision detection, homing missile]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, combat, collision-detection, object-pool, spatial-partition, bullet-hell, performance]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: TypeScript / C++
framework: Game engine
---
# Combat System & Bullet Pipeline
## 매 한 줄
> **"매 thousands of bullet 의 60 FPS"**. 매 object pool + 매 broad-phase (spatial grid / quadtree) + 매 narrow-phase (circle-circle / OBB). 매 modern: GPU bullet (compute shader). 매 bullet hell + STG + arena game 의 backbone.
## 매 핵심
### 매 architecture
- **CombatSystem**: 매 hub.
- **BulletPool**: 매 reuse.
- **SpatialPartition**: 매 broad-phase.
- **CollisionResolver**: 매 narrow-phase.
- **HomingController**.
- **DamageEvent**.
### Object pooling
- 매 instantiate / destroy 의 GC pressure.
- 매 N pre-create + reuse.
- 매 typical: 매 1000-10000 bullet pool.
### Spatial partitioning (broad-phase)
#### Uniform Grid
- 매 simple, 매 fast.
- 매 bullet hell 의 typical.
- 매 cell size = 매 max bullet radius × 2.
#### Quadtree
- 매 sparse 의 better.
- 매 dynamic.
#### Spatial Hash
- 매 grid 의 hash version.
- 매 unbounded space.
#### BVH
- 매 raytracing-style.
- 매 complex shape.
### Narrow-phase
#### Circle-Circle
- 매 distance < r1 + r2.
- 매 fastest.
#### AABB
- 매 axis-aligned box.
- 매 bullet hell 의 enough.
#### OBB
- 매 oriented box.
- 매 rotation 의 sensitive.
#### SAT (Separating Axis Theorem)
- 매 polygon-polygon.
### Homing missile
- 매 target acquisition.
- 매 angular velocity 의 limit.
- 매 turn rate.
### Bullet pattern (danmaku)
- 매 spiral, fan, ring, aimed, random spread.
- 매 emitter 의 parameter.
### 매 modern (GPU bullet)
- 매 compute shader 의 1M+ bullet.
- 매 [[Compute Shader]] 참조.
### 매 hit feedback
- 매 visual: hitstop, screen shake, particle.
- 매 audio: 매 spatial.
- 매 game feel 의 make-or-break.
## 💻 패턴
### Object pool
```ts
class BulletPool {
private pool: Bullet[] = [];
private active: Set<Bullet> = new Set();
constructor(size: number) {
for (let i = 0; i < size; i++) {
this.pool.push(new Bullet());
}
}
spawn(pos: Vec2, vel: Vec2): Bullet | null {
const b = this.pool.pop();
if (!b) return null; // 매 pool exhausted
b.reset(pos, vel);
this.active.add(b);
return b;
}
release(b: Bullet) {
this.active.delete(b);
this.pool.push(b);
}
}
```
### Uniform Grid (broad-phase)
```ts
class SpatialGrid {
private cells = new Map<string, Bullet[]>();
constructor(private cellSize: number) {}
private key(x: number, y: number): string {
return `${Math.floor(x / this.cellSize)},${Math.floor(y / this.cellSize)}`;
}
rebuild(bullets: Bullet[]) {
this.cells.clear();
for (const b of bullets) {
const k = this.key(b.pos.x, b.pos.y);
if (!this.cells.has(k)) this.cells.set(k, []);
this.cells.get(k)!.push(b);
}
}
nearby(pos: Vec2): Bullet[] {
const result: Bullet[] = [];
const cx = Math.floor(pos.x / this.cellSize);
const cy = Math.floor(pos.y / this.cellSize);
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
const k = `${cx + dx},${cy + dy}`;
if (this.cells.has(k)) result.push(...this.cells.get(k)!);
}
}
return result;
}
}
```
### Circle-Circle (narrow)
```ts
function circleCircle(a: Vec2, ra: number, b: Vec2, rb: number): boolean {
const dx = a.x - b.x;
const dy = a.y - b.y;
const sumR = ra + rb;
return dx * dx + dy * dy < sumR * sumR; // 매 sqrt 의 avoid
}
```
### Homing missile
```ts
class HomingMissile {
pos: Vec2;
vel: Vec2;
target: Vec2;
maxTurnRate = 0.05; // 매 rad / frame
update(dt: number) {
const toTarget = this.target.sub(this.pos);
const desiredAngle = Math.atan2(toTarget.y, toTarget.x);
const currentAngle = Math.atan2(this.vel.y, this.vel.x);
let diff = desiredAngle - currentAngle;
while (diff > Math.PI) diff -= 2 * Math.PI;
while (diff < -Math.PI) diff += 2 * Math.PI;
const turn = clamp(diff, -this.maxTurnRate, this.maxTurnRate);
const newAngle = currentAngle + turn;
const speed = this.vel.length();
this.vel = new Vec2(Math.cos(newAngle) * speed, Math.sin(newAngle) * speed);
this.pos = this.pos.add(this.vel.mul(dt));
}
}
```
### Danmaku pattern (spiral)
```ts
class SpiralEmitter {
angle = 0;
fireRate = 0.05; // 매 sec between
rotation = 0.1; // 매 rad / fire
update(dt: number) {
this.fireTimer += dt;
while (this.fireTimer > this.fireRate) {
this.fireTimer -= this.fireRate;
const angle = this.angle;
const vx = Math.cos(angle) * 200;
const vy = Math.sin(angle) * 200;
bulletPool.spawn(this.pos, new Vec2(vx, vy));
this.angle += this.rotation;
}
}
}
```
### Hitstop (game feel)
```ts
class HitStop {
remaining = 0;
trigger(durationMs: number) {
this.remaining = Math.max(this.remaining, durationMs);
}
shouldUpdateGame(dt: number): boolean {
if (this.remaining > 0) {
this.remaining -= dt;
return false; // 매 freeze game logic
}
return true;
}
}
// 매 trigger 매 hit
onHit() {
hitStop.trigger(50); // 매 50ms freeze — 매 impact feel
screenShake.trigger(amplitude=5, duration=200);
particleSystem.spawn(...);
}
```
### Bullet update loop (60 FPS)
```ts
function gameLoop(dt: number) {
// 매 1. spawn (emitter)
for (const e of emitters) e.update(dt);
// 매 2. update bullet positions
for (const b of activeBullets) {
b.pos = b.pos.add(b.vel.mul(dt));
if (b.pos.outside(screenBounds)) bulletPool.release(b);
}
// 매 3. broad-phase
grid.rebuild([...activeBullets]);
// 매 4. narrow-phase
for (const player of players) {
for (const b of grid.nearby(player.pos)) {
if (circleCircle(player.pos, player.radius, b.pos, b.radius)) {
player.takeHit(b);
bulletPool.release(b);
hitStop.trigger(50);
}
}
}
// 매 5. render
render(activeBullets, players, enemies);
}
```
### GPU bullet (compute shader)
```js
// 매 [[Compute Shader]] 참조
// 매 1M bullet 의 GPU 의 update + collision
const computeShader = device.createComputePipeline({
compute: { module: bulletUpdateShader, entryPoint: 'main' },
});
// 매 매 frame
const pass = encoder.beginComputePass();
pass.setPipeline(computeShader);
pass.dispatchWorkgroups(Math.ceil(N_BULLETS / 64));
pass.end();
```
### Damage event
```ts
class DamageEvent {
constructor(
public source: Bullet,
public target: Entity,
public amount: number,
public type: DamageType, // 매 burst, sustain, area
) {}
apply() {
const reduced = this.target.applyResistance(this.amount, this.type);
this.target.hp -= reduced;
return reduced;
}
}
```
## 🤔 결정 기준
| 상황 | Approach |
|---|---|
| 100s of bullet | Uniform Grid + circle |
| 1000s | Uniform Grid + tight loop |
| 100K+ | GPU compute shader |
| Static obstacle | BVH / quadtree |
| Polygon collision | SAT |
| Homing | Angular velocity limit |
| Game feel | Hitstop + shake + particle |
**기본값**: Object pool + Uniform Grid + Circle-Circle + Hitstop.
## 🔗 Graph
- 부모: [[Game-Design]] · [[Game-Engine]]
- 변형: [[Object-Pool]] · [[Collision-Detection]] · [[Bullet-Hell]]
- 응용: [[Compute Shader]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Combat Controls Update (Feb 2014)]]
- Adjacent: [[Baiting]] · [[BioShock (2007)]] · [[Combined Arms (제병협동) 전술]]
## 🤖 LLM 활용
**언제**: 매 game design. 매 STG / bullet hell. 매 arena combat. 매 performance optimization.
**언제 X**: 매 turn-based (different mechanic). 매 puzzle.
## ❌ 안티패턴
- **No object pool**: 매 GC stutter.
- **N² collision check**: 매 100+ object 의 fail.
- **Cell size 의 too small / large**: 매 inefficient.
- **No hitstop**: 매 hits 의 weightless.
- **Sub-frame collision miss**: 매 fast bullet 의 tunneling — 매 swept check.
- **No bullet visual cleanup**: 매 visual clutter.
## 🧪 검증 / 중복
- Verified (Real-Time Collision Detection (Ericson), bullet hell game design).
- 신뢰도 B.
- Related: [[Compute Shader]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Game-Design]] · [[CSS Animations]] (game feel).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Actor-Proxy + grid + 매 pool / homing / spiral / hitstop / GPU code |