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Split Mechanic

When orbs collide with enough force, they can split into two smaller orbs. This creates dynamic endgame scenarios.

Configuration Parameters​

ParameterDescriptionEffect
enabledToggle split mechanicEnables/disables splitting
enableBelowOrbsOrb count thresholdOnly allows splits when ≤ N orbs remain
vnThresholdNormal velocity thresholdMinimum impact speed to trigger
keThresholdKinetic energy thresholdMinimum collision energy
radiusScaleChild orb sizeMultiplier for split orb radius
childSpeedMulChild velocitySpeed multiplier for split orbs
angleSpreadSeparation angleHow far apart children fly
maxGenerationsSplit depth limitPrevents infinite splitting
cooldownFramesSplit cooldownFrames before orb can split again
maxOrbsCapMaximum orbsHard 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​

ScenarioEffect
Endgame 1v1Splits create chaos, harder to track
High-speed collisionBoth orbs may split simultaneously
Split child eliminatedPlayer still alive if other orbs remain

Design Purpose​

  1. Endgame excitement: More action when only 2 players remain
  2. Skill expression: Managing multiple orbs
  3. Comeback potential: Split orbs can survive longer
  4. Visual spectacle: Dramatic split effects

Next Steps​