wreck-fall

A dead aircraft falls. The pure model behind b3d-death's wreckage: a tumbling ballistic descent, an impact, a skid, and a rest. Babylon-free, deterministic, unit tested — the same discipline as fly-by-wire and ballistics, whose ballisticStep does the translation here rather than a second copy of gravity.

Why this exists

A wreck used to stop dead at the point of death and hang in the air. Tonio, from a headset: "I collided with wreckage high up … the wrecked plane hanging in mid-air (it should really tumble to the ground)." Hanging wreckage is worse than untidy — it is a solid object in the sky, so the debris of one death becomes the cause of the next.

It is also the cheapest possible piece of the north star: the unit of progress is a watchable behaviour, and a plane that comes apart, tumbles, slams in and slides to a stop is one, for the price of eleven lines of integration.

The rules

Ground is passed IN, not sampled here

The caller raycasts (that is a scene concern) and hands over a groundY. Which also means a caller holding the wreck's position on a NODE can copy it in and out each frame, so a floating-origin rebase is absorbed for free — the model never holds a world position across a shift.