SMEAR leaves a mess
SMEAR is a room full of dummies and things to hit them with. Grab one, slam it into the floor, then drag it through the blood. It stays there.
SMEAR is a room full of dummies and things to hit them with. Grab one, slam it into the floor, then drag it through the blood. It stays there. Drag something else across the same spot and it gets pushed around again.
You can get these big curved smears going, with the wet stuff gathering along the contact and spreading out as you move. This is an older V16 clip, sped up, but it shows that part pretty clearly.
It keeps moving after the hit
The dummies have breakable joints and a finite supply of blood. A grenade throws the body around, but it also pushes the liquid that’s already on the floor into ridges and spray. Detached pieces keep their own momentum. Heal closes the wounds; Reset puts the whole dummy back together.
Then there are the tools for dealing with the mess. The mop soaks and pushes it. The washer sends dirty runoff across the surface. The wet vacuum collects liquid and debris, and you can reverse it if cleaning up isn’t what you had in mind. Dry stains stay put while the wet stuff can still move.
Ragdolls, contacts, droplets and paint all run in WebGPU compute now. The renderer reads those same buffers. Three.js is still in there for making the procedural models and handling camera math, but it isn’t drawing a WebGL scene underneath this version.
More things to break
There are glass panels, ceramic jugs and metal cans now, plus a crusher, a spring launcher and a spinning sweeper. The magnet gives each captured metal prop its own position, so they don’t all try to occupy the same point.
Right mouse grabs with every weapon. R reloads or primes the tool, and I inspects it. The magazines, shotgun shells, pump and replacement sawblades actually move through those actions. Ammo is unlimited. Here’s the V46 pistol doing its reload and inspection.
The lights reflect in the wet surface too. They use the LTC lighting work from ARC Light Studies, with a rotating ceiling fixture moving its colored light across the room. The area lights don’t cast shadows of their own; the directional shadows are separate.
Startup still takes too long in Firefox. The room appears earlier now and you can look around while the remaining shaders compile, but full physics and tool use have to wait. V47.1 also fixes overlapping faces on the crates. Less glamorous than another weapon, but those flickering rails needed fixing.
