f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
351 lines
8.8 KiB
Markdown
351 lines
8.8 KiB
Markdown
---
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id: wiki-2026-0508-combat-system-bullet-pipeline
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title: Combat System & Bullet Interaction Pipeline
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [bullet hell, combat system, object pool, broad-phase, narrow-phase, collision detection, homing missile]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, combat, collision-detection, object-pool, spatial-partition, bullet-hell, performance]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: TypeScript / C++
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framework: Game engine
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---
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# Combat System & Bullet Pipeline
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 architecture
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- **CombatSystem**: 매 hub.
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- **BulletPool**: 매 reuse.
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- **SpatialPartition**: 매 broad-phase.
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- **CollisionResolver**: 매 narrow-phase.
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- **HomingController**.
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- **DamageEvent**.
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### Object pooling
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- 매 instantiate / destroy 의 GC pressure.
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- 매 N pre-create + reuse.
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- 매 typical: 매 1000-10000 bullet pool.
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### Spatial partitioning (broad-phase)
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#### Uniform Grid
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- 매 simple, 매 fast.
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- 매 bullet hell 의 typical.
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- 매 cell size = 매 max bullet radius × 2.
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#### Quadtree
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- 매 sparse 의 better.
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- 매 dynamic.
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#### Spatial Hash
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- 매 grid 의 hash version.
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- 매 unbounded space.
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#### BVH
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- 매 raytracing-style.
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- 매 complex shape.
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### Narrow-phase
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#### Circle-Circle
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- 매 distance < r1 + r2.
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- 매 fastest.
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#### AABB
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- 매 axis-aligned box.
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- 매 bullet hell 의 enough.
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#### OBB
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- 매 oriented box.
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- 매 rotation 의 sensitive.
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#### SAT (Separating Axis Theorem)
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- 매 polygon-polygon.
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### Homing missile
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- 매 target acquisition.
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- 매 angular velocity 의 limit.
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- 매 turn rate.
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### Bullet pattern (danmaku)
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- 매 spiral, fan, ring, aimed, random spread.
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- 매 emitter 의 parameter.
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### 매 modern (GPU bullet)
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- 매 compute shader 의 1M+ bullet.
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- 매 [[Compute Shader]] 참조.
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### 매 hit feedback
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- 매 visual: hitstop, screen shake, particle.
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- 매 audio: 매 spatial.
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- 매 game feel 의 make-or-break.
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## 💻 패턴
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### Object pool
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```ts
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class BulletPool {
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private pool: Bullet[] = [];
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private active: Set<Bullet> = new Set();
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constructor(size: number) {
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for (let i = 0; i < size; i++) {
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this.pool.push(new Bullet());
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}
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}
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spawn(pos: Vec2, vel: Vec2): Bullet | null {
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const b = this.pool.pop();
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if (!b) return null; // 매 pool exhausted
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b.reset(pos, vel);
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this.active.add(b);
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return b;
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}
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release(b: Bullet) {
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this.active.delete(b);
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this.pool.push(b);
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}
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}
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```
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### Uniform Grid (broad-phase)
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```ts
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class SpatialGrid {
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private cells = new Map<string, Bullet[]>();
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constructor(private cellSize: number) {}
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private key(x: number, y: number): string {
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return `${Math.floor(x / this.cellSize)},${Math.floor(y / this.cellSize)}`;
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}
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rebuild(bullets: Bullet[]) {
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this.cells.clear();
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for (const b of bullets) {
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const k = this.key(b.pos.x, b.pos.y);
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if (!this.cells.has(k)) this.cells.set(k, []);
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this.cells.get(k)!.push(b);
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}
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}
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nearby(pos: Vec2): Bullet[] {
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const result: Bullet[] = [];
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const cx = Math.floor(pos.x / this.cellSize);
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const cy = Math.floor(pos.y / this.cellSize);
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for (let dx = -1; dx <= 1; dx++) {
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for (let dy = -1; dy <= 1; dy++) {
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const k = `${cx + dx},${cy + dy}`;
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if (this.cells.has(k)) result.push(...this.cells.get(k)!);
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}
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}
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return result;
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}
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}
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```
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### Circle-Circle (narrow)
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```ts
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function circleCircle(a: Vec2, ra: number, b: Vec2, rb: number): boolean {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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const sumR = ra + rb;
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return dx * dx + dy * dy < sumR * sumR; // 매 sqrt 의 avoid
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}
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```
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### Homing missile
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```ts
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class HomingMissile {
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pos: Vec2;
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vel: Vec2;
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target: Vec2;
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maxTurnRate = 0.05; // 매 rad / frame
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update(dt: number) {
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const toTarget = this.target.sub(this.pos);
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const desiredAngle = Math.atan2(toTarget.y, toTarget.x);
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const currentAngle = Math.atan2(this.vel.y, this.vel.x);
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let diff = desiredAngle - currentAngle;
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while (diff > Math.PI) diff -= 2 * Math.PI;
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while (diff < -Math.PI) diff += 2 * Math.PI;
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const turn = clamp(diff, -this.maxTurnRate, this.maxTurnRate);
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const newAngle = currentAngle + turn;
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const speed = this.vel.length();
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this.vel = new Vec2(Math.cos(newAngle) * speed, Math.sin(newAngle) * speed);
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this.pos = this.pos.add(this.vel.mul(dt));
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}
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}
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```
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### Danmaku pattern (spiral)
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```ts
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class SpiralEmitter {
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angle = 0;
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fireRate = 0.05; // 매 sec between
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rotation = 0.1; // 매 rad / fire
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update(dt: number) {
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this.fireTimer += dt;
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while (this.fireTimer > this.fireRate) {
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this.fireTimer -= this.fireRate;
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const angle = this.angle;
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const vx = Math.cos(angle) * 200;
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const vy = Math.sin(angle) * 200;
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bulletPool.spawn(this.pos, new Vec2(vx, vy));
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this.angle += this.rotation;
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}
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}
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}
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```
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### Hitstop (game feel)
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```ts
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class HitStop {
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remaining = 0;
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trigger(durationMs: number) {
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this.remaining = Math.max(this.remaining, durationMs);
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}
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shouldUpdateGame(dt: number): boolean {
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if (this.remaining > 0) {
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this.remaining -= dt;
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return false; // 매 freeze game logic
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}
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return true;
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}
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}
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// 매 trigger 매 hit
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onHit() {
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hitStop.trigger(50); // 매 50ms freeze — 매 impact feel
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screenShake.trigger(amplitude=5, duration=200);
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particleSystem.spawn(...);
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}
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```
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### Bullet update loop (60 FPS)
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```ts
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function gameLoop(dt: number) {
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// 매 1. spawn (emitter)
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for (const e of emitters) e.update(dt);
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// 매 2. update bullet positions
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for (const b of activeBullets) {
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b.pos = b.pos.add(b.vel.mul(dt));
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if (b.pos.outside(screenBounds)) bulletPool.release(b);
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}
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// 매 3. broad-phase
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grid.rebuild([...activeBullets]);
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// 매 4. narrow-phase
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for (const player of players) {
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for (const b of grid.nearby(player.pos)) {
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if (circleCircle(player.pos, player.radius, b.pos, b.radius)) {
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player.takeHit(b);
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bulletPool.release(b);
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hitStop.trigger(50);
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}
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}
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}
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// 매 5. render
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render(activeBullets, players, enemies);
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}
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```
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### GPU bullet (compute shader)
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```js
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// 매 [[Compute Shader]] 참조
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// 매 1M bullet 의 GPU 의 update + collision
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const computeShader = device.createComputePipeline({
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compute: { module: bulletUpdateShader, entryPoint: 'main' },
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});
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// 매 매 frame
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const pass = encoder.beginComputePass();
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pass.setPipeline(computeShader);
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pass.dispatchWorkgroups(Math.ceil(N_BULLETS / 64));
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pass.end();
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```
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### Damage event
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```ts
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class DamageEvent {
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constructor(
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public source: Bullet,
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public target: Entity,
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public amount: number,
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public type: DamageType, // 매 burst, sustain, area
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) {}
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apply() {
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const reduced = this.target.applyResistance(this.amount, this.type);
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this.target.hp -= reduced;
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return reduced;
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}
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}
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```
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## 🤔 결정 기준
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| 상황 | Approach |
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| 100s of bullet | Uniform Grid + circle |
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| 1000s | Uniform Grid + tight loop |
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| 100K+ | GPU compute shader |
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| Static obstacle | BVH / quadtree |
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| Polygon collision | SAT |
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| Homing | Angular velocity limit |
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| Game feel | Hitstop + shake + particle |
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**기본값**: Object pool + Uniform Grid + Circle-Circle + Hitstop.
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## 🔗 Graph
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- 부모: [[Game-Design]] · [[Game-Engine]]
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- 변형: [[Object-Pool]] · [[Collision-Detection]] · [[Bullet-Hell]]
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- 응용: [[Compute Shader]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Combat Controls Update (Feb 2014)]]
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- Adjacent: [[Baiting]] · [[BioShock (2007)]] · [[Combined Arms (제병협동) 전술]]
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## 🤖 LLM 활용
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**언제**: 매 game design. 매 STG / bullet hell. 매 arena combat. 매 performance optimization.
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**언제 X**: 매 turn-based (different mechanic). 매 puzzle.
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## ❌ 안티패턴
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- **No object pool**: 매 GC stutter.
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- **N² collision check**: 매 100+ object 의 fail.
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- **Cell size 의 too small / large**: 매 inefficient.
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- **No hitstop**: 매 hits 의 weightless.
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- **Sub-frame collision miss**: 매 fast bullet 의 tunneling — 매 swept check.
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- **No bullet visual cleanup**: 매 visual clutter.
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## 🧪 검증 / 중복
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- Verified (Real-Time Collision Detection (Ericson), bullet hell game design).
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- 신뢰도 B.
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- Related: [[Compute Shader]] · [[Boss-Orchestration-and-Gimmick-Management]] · [[Game-Design]] · [[CSS Animations]] (game feel).
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Actor-Proxy + grid + 매 pool / homing / spiral / hitstop / GPU code |
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