Chapter 5: Game Testing
Richard stretched his hands and leaned back in his chair, groaning. "Ugh... I can't keep this up for long. My fingers feel like they're about to fall off."
Jack smirked. "You bet. After all that clicking and typing, you were like a damn machine. And your game logic—seriously, dude, it's too clean. I don't think I've ever seen anything that optimized before."
Richard grinned, but in his mind, he was already analyzing. "It's thanks to the procedural physics from Vector Core." He turned to Jack. "Either way, why don't we test the game's physics? See how well it holds up in real-time?"
Jack cracked his knuckles. "Hell yeah. Let's do it."
Richard launched the game. A gray, untextured terrain loaded in. The camera was set in first-person view, holding a low-poly Gewehr 43 rifle—a standard World War II semi-automatic.
Jack grabbed the controls and fired off a few rounds. The bullets whizzed through the air, leaving realistic tracer trails. Some of the shots ricocheted at different angles when hitting surfaces. Others impacted the ground, generating small craters based on the bullet's velocity and angle.
Jack's eyes widened. "That's fucking awesome, dude. Look at how the impact physics work—it's actually deforming the terrain dynamically!"
Richard leaned forward, nodding. "Yeah, the procedural physics system simulates real-time surface displacement. Instead of pre-rendered damage models, the impact force applies a deformation algorithm to modify the terrain in real-time."
Jack fired a few more rounds, watching the bullet tracers bounce unpredictably. "Damn, this is next-level. But performance-wise... we got a problem. If every bullet creates craters, the game's gonna lag hard once there's too many of them."
Richard rubbed his chin. "Good point. I can implement a decay system. The craters will slowly restore over time unless they're reinforced—like if a player digs an actual trench, that stays. But random bullet impact craters? Those can fade after a while."
Jack grinned. "Smart. And maybe instead of simulating each bullet in high detail, we can apply a simplified collision model for distant shots?"
