impact-and-audio: four commitments that land differently, a lossless bus, and a lawn with places in it
The outline flash drew as an orange rectangle in the grass because a fencer is
eighteen separate boxes and every one of them was rimmed. A per-model rim on a
part that stands ON the lawn draws its rim IN the lawn, and the fence panel drew
a rectangle in the air beside the man. The flash marks the body now, skipping
what a fencer stands on and what they are holding, by name - a rig part's
position and scale are rewritten every frame by fencer_body.pose, so a
geometric gate answers differently depending on which frame you ask it. Over 12
seconds and five touches the only models that ever carried a rim were the
eleven body parts; panel, shoes, stockings and legs never once.
One PROFILE row per commitment drives recoil, spin, shove, hitstop, camera,
dust and sound. Only a sweep turns the struck fencer off the line and lands on
panel_crunch; only a lunge gives up three times the ground and tears a grit
trail from the back foot to the contact; a thrust is a narrow plume and is
over; a riposte rings. Which one landed is parsed out of lastExchange, so a
fifth commitment gets the default weight and says so rather than being
mis-sold.
SHORT and CROWDED never reach the bus - the umpire writes their record and
returns - so fx derives both. Their feedback is built from the opposite parts
of the vocabulary from a touch on purpose: the reaction is on the attacker,
there is no hitstop, no flash and no rim, and the shape left behind is a flat
scuff disc lying on the piste.
The reader drains fxQueue and counts fxSeq against what it took, so the
difference is exactly what never arrived: 990 missed before this round, 0 over
two clean bouts driven by real key presses.
Twelve new synthesised clips give the lawn places. The player's orchard at the
west end and the neighbour's walled end at the east crossfade on where the
fight has got to; the bell hangs on the garden wall and the wall gives it back
0.40 s later; the umpire walks the piste and has a voice, built from a new
formant primitive. Footfall knows the raked gravel of the piste from the spoil
thrown out around a driven post. probe_tone is gone.
Everything was tuned at a measured 104 ms frame, 9.6 fps, and every window is
in real seconds so it survives the frame rate coming up. DuelFx costs 0.48 ms
under driven play against 1.56 ms at the start of the round.