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EngineD

Combat

Weapons and projectiles

Guns, rockets, beams, grenades and melee swings: how a weapon fires, what it fires, and what that does in flight.

Sheet
8 of 18
Latest release
v0.42
As of
2026-10-22

The engine has no guns of its own. It has the parts that guns are made from: triggers, firing patterns, rounds that arrive instantly or fly through the air, and rules for what those rounds do when they meet a wall, a body or a pool of water. A game assembles its arsenal from these parts and tunes it with numbers.

How a weapon is put together

A weapon, its triggers, its patterns and its rounds A weapon has a main trigger and an alternative trigger. Each trigger fires one or more patterns. Each pattern releases a round: an instant ray, a travelling projectile, or a melee arc. Weapon Main trigger rate, hold, charge Alt trigger a second way to fire Pattern spread, ammo Pattern muzzle, volley Pattern swing, reach Ray Projectile Melee arc
What happens on a pull belongs to the trigger, what a single shot is belongs to the pattern, and how the shot travels belongs to the round. One pull fires every pattern on its trigger, so a rifle can fire a bullet and a grenade together, or stab with a bayonet on the other button.

Pulling the trigger

A pull is not yet a shot. Each tick the weapon asks a short list of questions in a fixed order, and the first refusal decides what you feel: a silent nothing, or the dry click of an empty or overheated gun.

  1. Allowed?Not hidden away, not limited to melee by an effect
  2. Ready?Not overheated, barrel spun up, off cooldown
  3. PaidAmmo from the magazine, or a reload starts
  4. FiredRounds leave, then recoil, heat and spread

Around that core, a trigger can behave in many ways. Every kind below is a setting on the trigger, so a game turns them on and tunes them rather than writing them.

What a trigger can do
KindWhat the player feels
Single, automatic, fire modesOne shot per pull, a stream while held, or a switch between the two
CookA grenade's fuse burns in your hand; hold too long and it goes off there
ChargeHold to power the shot up; let go to fire
Build-upA barrel that spins up, or a short pause before the round leaves or the blade connects
HeatFire too long and the gun locks out until it cools; a holstered gun cools too
MagazineReload all at once, or a shell at a time that a pull can interrupt
Alt-fireZoom, a toggle such as a suppressor (less damage, harder for enemies to hear), a lunge, or the next fire mode

Enemies fire through exactly the same machinery. A pull decided by an enemy's brain goes through the same checks, pays the same ammo and makes the same noise as yours, so a weapon behaves the same in either hand.

Where a shot starts

A body can fire from its eye, which is the classic way, or from the weapon itself. A body that names muzzles fires from the barrel, and the round is steered so it still lands on whatever the crosshair is on. A gun held at the hip in third person can be told to fire from the eye line instead, so knee-high cover does not eat shots the crosshair clears.

Firing from the barrel The eye aims at a target and the round leaves the barrel, below the eye, and meets the same point. Clear eye barrel where you aim where the round goes
The eye decides where you aim, the barrel decides where the round starts. The round is steered from the barrel onto the point the crosshair is on.

A weapon can have several muzzles that take turns or fire all at once, and a body can hold a weapon made of several parts, which is how two pistols are carried akimbo, each kicking on its own rounds. A creature can even carry several live weapons at once on mounts of its own, grouped so it fires a main gun and a suppressing gun side by side. Every shot also widens the spread if the weapon blooms, pushes the shooter back if it recoils, and makes a noise that enemies can hear.

Safety nets: shooting next to a wall

Firing from the barrel has one awkward side. The barrel sits a little in front of and below the eye, so near a wall the two can end up on different sides of it. A model can be half inside a wall while the first-person view looks clear. The engine settles this with one principle: a shot can only reach what the eye can see. Before every round leaves a barrel, the simulation draws a line from the eye to that barrel. If the line is clear, nothing changes. If something is in the way, one of the safety nets below decides where the round starts.

Case 1: the barrel pokes through, the eye does not

A barrel through a wall the eye is behind Side view. A shooter stands pressed against a wall. The barrel of the gun pokes through to the far side, where someone stands, but the eye is still behind the wall. The line from the eye to the barrel crosses the wall, so a shot from the barrel to the person beyond is not allowed. The round leaves the eye instead and meets the wall. eye wall barrel eye to barrel: blocked not allowed beyond the wall fired from the eye, it meets the wall
You cannot shoot through a wall by pushing your gun through it. The round is moved back to the eye and fired down the crosshair, so it lands on the wall you are facing.

Case 2: the eye sees the target, the barrel is buried

A clear eye and a barrel inside a ledge Side view. A shooter stands right against a chest-high ledge. The eye looks over the ledge at a target, but the barrel is inside the ledge. The line from the eye to the barrel is blocked. The round still lands on the target: it is fired from the eye down the crosshair, or, for an instant round only a little way inside, from just past the far side of the ledge. eye ledge barrel eye to barrel: blocked target fired from the eye, onto the crosshair or, only a little way in: just past the ledge
Standing right against cover does not stop you shooting what you can see. The round reaches the crosshair either way; which line it takes depends on the weapon, as the table below shows.
The safety nets around a barrel, as the engine ships them
SituationWhat the engine noticesWhere the round starts
Barrel and eye both clearNothing in the wayAt the barrel, steered onto the crosshair
Barrel pokes through a wall, eye behind it (case 1)The eye-to-barrel line is blockedAt the eye, down the crosshair: it meets the wall
Instant round, barrel only a little way inside cover (case 2)Blocked, but the barrel is buried no deeper than half a metre and the way out is clearJust past the far side of the cover, heading for the crosshair
Barrel deeper inside, or any travelling round such as a rocket (case 2)Blocked, and no short way outAt the eye, down the crosshair
Barrel clear, but round a corner the eye cannot see pastThe barrel's line would hit something the eye cannot seeAt the eye, down the crosshair
Rocket or grenade with the eye close to a wallThe eye faces a wall within a metre, and the round would get past itAt the eye, so it meets that wall
Barrel below a low wall the crosshair clears, but not inside itThe barrel's line hits the wall, which the eye can seeAt the barrel: the round hits the low wall

So the eye always has the last word in both directions. You cannot reach past a wall the eye is behind, and a barrel buried in the cover you are hugging does not stop you hitting what you see. The last row is the one case the nets leave alone, because nothing there is hidden from the eye. It is why a game can tell a gun held low in third person to fire from the eye line instead.

The same checks run for enemies, so an enemy pressed against a wall cannot shoot you through it either. A game can tune the half metre and the metre per weapon, or switch the nets off for a weapon. With them off, the weapon's own rule decides a blocked shot: it hits whatever is in the way, or it leaves the eye. Swings and grappling ropes always follow that rule, and a body that fires from its eye has no barrel to check.

What a pull fires

A pattern's behaviour decides when and how many. The engine ships six, each of which works with instant or travelling rounds where that makes sense; a game can register more of its own.

The firing behaviours the engine ships
BehaviourInstant roundTravelling round
SingleOne line that arrives instantlyOne rocket, grenade or bolt
Pellet burstA scatter of lines (a shotgun)A volley of rounds
StreamA line on every shot of a held triggerA stream of falling blobs (a flamethrower)
ContinuousA held beam that bites at its own rhythmA steady flow of rounds while held
MeleeA swing that sweeps an arc; no round at all
GrappleFires an anchor on a rope; press again to let go

A round in flight

A travelling round has a speed, may fall under gravity, and may run out of time. What it does when it meets something is a set of independent choices rather than a fixed list of weapons, so a sticky grenade, a bouncing bomb, a laid mine and a rocket that flies through walls are all the same machinery with different settings.

A cluster grenade's flight A grenade is thrown, falls in an arc, bounces twice along the floor, and when its fuse runs out it explodes and releases a ring of smaller rounds. thrown bounce bounce fuse runs out a brood of rounds
One round, several settings: it bounces on contact, a fuse lit at the throw decides when it goes off, and its payload is a ring of smaller rounds, each flying by its own rules.
The choices a travelling round makes
QuestionAnswers
On meeting a surfacebounce, explode, stick, or fly straight through
When it goes offon contact, when a fuse lit at the barrel runs out, or on a fuse its first contact lights
On entering a liquidcarry on, fizzle out, explode, or slow down (flames die in water)
On meeting bodiesstop at the first, or pass through a set number of them
In flightfly straight, fall, or turn towards a target (homing)

A round that sticks remembers what it stuck to: a wall, a moving lift, a door, a crate, or a person if the weapon allows it, and it decides what to do when its host dies. A mine is a sticking round that waits until someone comes near; a bounding mine leaps at whoever woke it. A round can leave a short-lived hazard on the ground where it lands, such as a patch of fire. A blast reaches only what it can see from where it went off, so a wall shelters you and a crowd of bodies does not. By default a round in flight does not strike the person who fired it, unless it has been turned back first (what comes back at you is yours), though its blast can still catch you. Some rounds can themselves be shot down.

Rays, ricochets and swings

An instant round is a line drawn the moment the trigger goes. It stops at the first body, or carries on through a set number of bodies like a rail gun; it passes through portals and keeps going from the far side. A surface can let a round skip off it, and the bounces are capped, so a beam between two mirrors still ends: never more than sixteen bounces for a single ray. A beam is a line fired every tick while the trigger is held.

A swing sweeps one or more cones in front of the attacker; two claws are two cones. A target caught in both is struck once, and the weapon says how many bodies one swing may cleave through. Knockback is applied beside the damage and never counts as damage itself. What the hit then costs its victim is settled by the damage door.

The arsenal

A carrier holds its weapons in groups, each group sharing one select key, and pressing the key again cycles inside it. Switching lowers one weapon and raises the next, and anything the old one was doing (a charge, a reload, a steered rocket) ends. A game can refuse switches to an empty weapon, or switch away by itself when the last round is spent.

Some weapons sit outside the carried set: one that is always worn and fires on its own button, such as a kick; one that is its ammo, like a hand grenade, which you carry by owning grenades; and one a lasting effect hands you while it runs, while your other weapons are put out of reach. A weapon can be dropped on the floor with its share of the ammo, keeping its magazine and its heat.

0
weapons the engine ships: every one is the game's
6
firing behaviours built in
4
things a round can do on meeting a surface
16
bounces at most for one ray

As of 2026-10-22.

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