Building Gunfeel 2: Recoil Needs a Shoulder
A rising muzzle did not make our rifle feel heavy. Comparing firing footage helped separate shot onset, recovery, body support, and camera motion.
A rising muzzle did not make our rifle feel heavy. Comparing firing footage helped separate shot onset, recovery, body support, and camera motion.
Starting a private Godot FPS prototype taught me to turn vague complaints about weight into useful observations, careful comparisons, and smaller experiments.
Locking a tip-point-first recipe — pose aim, farthest strong edge, short greens, cyan on midline, magenta clipped to the box — finally made barrel-axis Δ trustworthy.
AABB corners, long Hough rails, and clipped line segments can look like a barrel axis while measuring the sky — here is how the green lines lied.
Dual YOLO gun boxes plus pose skeletons let me associate wrists to weapons before I trust any barrel geometry for recoil angle Δ.
I needed deterministic barrel-axis numbers for game feel, so I turned public firearm YouTube clips into a measurement lab instead of guessing recoil curves.
Auditing a stranger's npm package turned my agent framework's "MANDATORY" markdown rules into lifecycle hooks that mechanically enforce them.
A Chrome-style download indicator took 28 commits and four designs. The worst bugs passed every test — so I taught them to the tools that will write my next UI.
TV streams dropped whenever Claude Code got busy. The trail led through WiFi jitter, a pegged CPU core, hardware offloads poisoning FQ-CoDel — and two self-inflicted outages.
One day, ~25 subagents, 216 tests: building a cache-first Rocket.Chat bridge for LLM agents — FTS5 corruption forensics, typings that lie, and attention triage as the product.