Split Mechanic
When orbs collide with enough force, they can split into two smaller orbs. This creates dynamic endgame scenarios.
Configuration Parameters
| Parameter | Description | Effect |
|---|---|---|
| enabled | Toggle split mechanic | Enables/disables splitting |
| enableBelowOrbs | Orb count threshold | Only allows splits when ≤ N orbs remain |
| vnThreshold | Normal velocity threshold | Minimum impact speed to trigger |
| keThreshold | Kinetic energy threshold | Minimum collision energy |
| radiusScale | Child orb size | Multiplier for split orb radius |
| childSpeedMul | Child velocity | Speed multiplier for split orbs |
| angleSpread | Separation angle | How far apart children fly |
| maxGenerations | Split depth limit | Prevents infinite splitting |
| cooldownFrames | Split cooldown | Frames before orb can split again |
| maxOrbsCap | Maximum orbs | Hard cap on total orbs in arena |
Current Configuration
Enabled: Yes
Enable Below: 2 orbs (only in endgame)
VN Threshold: 5.5
KE Threshold: 25.0
Radius Scale: 1.0 (same size)
Child Speed: 0.5x parent speed
Angle Spread: 0.45 radians
Max Generations: 2
Cooldown: 180 frames
Max Orbs Cap: 24
How Splitting Works
1. Trigger Conditions
collision_speed > vnThreshold
AND kinetic_energy > keThreshold
AND orbs_in_arena <= enableBelowOrbs
AND orb.generation < maxGenerations
AND orb.cooldown == 0
2. Split Process
parent_orb → child_orb_1 + child_orb_2
Both children:
- Inherit parent's owner (same player)
- Have reduced speed (childSpeedMul)
- Fly apart at angleSpread
- Start with cooldownFrames
3. Ownership Tracking
Critical: Split children inherit the parent's owner. The game tracks unique players, not orb count:
Game ends when: countUniqueOwners(orbs) <= 1
Player A has 3 orbs (split twice) → counts as 1 player
Player B has 1 orb → counts as 1 player
Total orbs: 4, Unique players: 2 → game continues
Player B eliminated:
Player A has 3 orbs → counts as 1 player
Total orbs: 3, Unique players: 1 → game ENDS
Gameplay Impact
| Scenario | Effect |
|---|---|
| Endgame 1v1 | Splits create chaos, harder to track |
| High-speed collision | Both orbs may split simultaneously |
| Split child eliminated | Player still alive if other orbs remain |
Design Purpose
- Endgame excitement: More action when only 2 players remain
- Skill expression: Managing multiple orbs
- Comeback potential: Split orbs can survive longer
- Visual spectacle: Dramatic split effects
Next Steps
- Sudden Death - Endgame mechanics
- Collision Physics - Collision detection
- Parameter Reference - All parameters