Original executable rendering: a moving HERC emits attached smoke and ejects three external weapons. Original background, animation, transforms, painter, particles and debris execute together. Inputs are controlled; this is not a complete combat replay.
60 nominal 100 ms simulation steps, with every second frame retained. Frame states · 18 smoke traces / 113,400 checked puff updates · 64 detach cases / 808 checked physical updates · Normal and low-memory template bindings
Smoke controllers follow owner or articulated-part transforms. Two supplied families emit 200 and 500 puffs. Puffs advance nine stored cells and expire. The constructor preserves the slot's velocity; the captured game's fresh slots have zero velocity. Detached external weapons use their own model set and the original bouncing-debris physics.