SQUAD SHOOTERWIP

Recoil

Recoil is not one number. It is a weapon moving off the mark and a body deciding what to do about it — two answers to the same round, and they do not have to agree.

Recoil lab

Live model

starting the renderer…

Hold the trigger and the model settles somewhere. Fire slowly enough and every round starts from rest. Fire faster than the operator can recover and it stops returning — the climb you are fighting is the model finding its equilibrium, not a curve someone drew.

Push the controls to the edges and it stops being a shooter and becomes a person being shoved. That boundary is the interesting part, and it is why the whole thing is exposed rather than baked.

What the views show

Profile is where the weapon climbs — the cone is where rounds can go, and the line through it is where the barrel is actually pointed at this instant. The two diverge under sustained fire, and closing that gap is the operator's job.

Front is the same story down the barrel: the group you would put on a target, with the last few rounds marked inside it. Top opens the horizontal spread out to distance, where a fraction of a degree becomes the difference between a hit and a miss.

Nothing here is a mock-up. The body, the rifle and the response are the ones the game runs.