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Updated Oct 3, 20261 fork
A hub with seven effect scenes standing around it, each one a procedural graph played by a Generator. Walk out from the spawn to reach them.
| Scene | What plays |
|---|---|
| fx_blast | A charge blowing a breach through a stone block wall on a 9.6 s loop, scorching the ground, with the explosion sound cued to the blast. |
| fx_breath | A dragon's head on a castle wall breathing a flame that sweeps across the courtyard and scorches the flagstones. |
| fx_falls | A waterfall over a cliff into a plunge pool: falling curtains, spray, foam at the plunge and mist with a rainbow, from five graphs. |
| fx_launch | A heavy-lift rocket lifting off its pad on a 36 s loop: exhaust, steam and smoke clouds, sparks, heat haze and light. |
| fx_rift | An arcane rift tearing open in the ground: a glowing mouth, cracks, flung rubble, sparks, streaks, motes and a plume. |
| fx_shield | An energy-shield dome over an outpost taking incoming fire, hits rippling across the dome and arcs crawling over the ground. |
| fx_storm | A thunderstorm around a lone stone tower: rain, splashes, rain sheets, lightning strikes and thunder arriving at the speed of sound. |
The player's own weapon fires a muzzle flash, and effects/combat holds the muzzle flash, tracer and impact graphs a shot is made of.
Every effect is a .procGraph in this world: open one to read how it is built, or install it into your own world and fire it from gameplay with a Generator (playOn = "load", ending = "hold").
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