debris
Wreck drifts — tumbling rock and dead hull plating strung along the same long crossings the shoals sit on, at a fifth and four fifths of the way across. The lane between two lights therefore reads: debris, shoal, debris.
debris
Wreck drifts — tumbling rock and dead hull plating strung along the same long crossings the shoals sit on, at a fifth and four fifths of the way across. The lane between two lights therefore reads: debris, shoal, debris.
Chunks are not decoration. Each carries a real radius and a real velocity, and a chunk that reaches the ship's hull sphere HITS: hull damage scaled by how fast you were going when you met it, a notice, and the chunk knocked off its drift so it does not grind along the hull. Boosting through a wreck drift is the most expensive thing in the game.
Drifts further than activeRange from the ship stop writing transforms —
a drift on the far side of the system is not worth a write per frame.
Emits debrisHit(amount, driftName) on the bus and publishes
Drift.state.debris = { near, nearest, lastHit }. Debris.list() gives the
drifts.
Scoped to this part · feeds back into the world's score.