1.The firing effect of handguns in the game is similar to that of railguns in Quake 3. The trajectory of the bullet is clearly visible in a straight line. I have researched it before, but I am curious about your implementation method
2.The shovel in the game can be thrown. And the orientation of the shovel model after collision is determined by the direction in which the player throws it. Maybe you're not quite sure what I'm trying to express, I've tried adding a bullet hole at the collision point of the projectile before. However, the direction of the replicated bullet hole model during projectile collision cannot be changed. If my bullet hole model is vertical to the ground, then it can only be perpendicular to the ground forever, which results in the bullet holes appearing on the ceiling and ground not matching, which is disappointing. I want to know how you did it
3. I want to know how the effect of collecting shovels in the air for multiple jumps is achieved
4. The options on the start interface will have a zoom animation when the mouse passes by. I am curious about your implementation method
5. The game seems to use graphics shaders, if so, I would like to know the source
6. The suit enemies in the game will bounce up when hit, and I don't think the effect is achieved by directly moving the enemy model on the Z-axis, right?