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Asset Forge VFX Catalog

The VFX Catalog is a browser-based tool in Asset Forge for previewing and documenting all visual effects used in Hyperscape.

Overview

The VFX Catalog provides:
  • Live previews of all game effects using Three.js
  • Detailed specifications for each effect (colors, parameters, layers)
  • Phase timelines showing effect progression over time
  • Interactive controls for testing and iteration

Accessing the Catalog

Start Asset Forge

This starts:
  1. Open http://localhost:3400
  2. Click the VFX tab in the navigation bar
  3. Browse effects in the sidebar catalog

Effect Categories

Combat Effects

Spells:
  • Fire Blast
  • Ice Barrage
  • Wind Strike
  • Earth Bind
Projectiles:
  • Arrow (ranged combat)
  • Magic projectile trails
  • Impact effects
Combat HUD:
  • Damage splats (red numbers)
  • XP drops (floating text)
  • Health bar animations

World Effects

Teleportation:
  • Teleport beam (vertical cylinder)
  • Particle swirl
  • Flash effect
  • Sound cue
Fishing:
  • Water ripples
  • Splash particles
  • Bobber animation
Firemaking:
  • Fire particles (TSL emissive)
  • Smoke trails
  • Ember glow

UI Effects

Glow Particles:
  • Item highlights
  • Quest markers
  • Interaction indicators
Level Up:
  • Fireworks burst
  • Skill icon glow
  • XP orb fill animation

Effect Details

Viewing Effect Details

Click any effect in the sidebar to view: Preview Panel:
  • Live Three.js scene with effect
  • Orbit controls (drag to rotate)
  • Auto-rotation toggle
  • Reset camera button
Detail Panel:
  • Colors: Primary, secondary, accent colors with hex codes
  • Parameters: Duration, intensity, scale, speed
  • Layers: Particle systems, meshes, lights
  • Phase Timeline: Effect progression over time

Example: Teleport Effect

Colors:
  • Primary: #4a90e2 (blue)
  • Secondary: #ffffff (white)
  • Accent: #00ffff (cyan)
Parameters:
  • Duration: 2000ms
  • Beam height: 10 units
  • Particle count: 100
  • Rotation speed: 2 rad/s
Layers:
  1. Beam cylinder (vertical)
  2. Particle swirl (spiral motion)
  3. Flash sphere (fade in/out)
  4. Ground ring (expanding)
Phase Timeline:
  • 0-500ms: Beam fade in, particles spawn
  • 500-1500ms: Full effect, particles swirl
  • 1500-2000ms: Beam fade out, particles despawn

Using the Catalog

For Designers

Document new effects:
  1. Create effect in code
  2. Add to packages/asset-forge/src/data/vfx-catalog.ts
  3. Preview in catalog
  4. Document colors, parameters, phases
Iterate on effects:
  1. View effect in catalog
  2. Note parameters to adjust
  3. Edit code
  4. Refresh catalog to see changes

For Developers

Reference implementation:
  1. Browse catalog for similar effect
  2. View detail panel for parameters
  3. Copy implementation pattern
  4. Adjust colors/parameters for new effect
Debug effects:
  1. Preview effect in isolation
  2. Check phase timeline for timing issues
  3. Verify colors match design
  4. Test with different parameters

Effect Data Structure

Catalog Entry

Example Entry

Adding New Effects

1. Create Effect Implementation

2. Add to Catalog

3. Create Preview Component

4. Test in Catalog

  1. Start Asset Forge: bun run dev:forge
  2. Navigate to VFX tab
  3. Find your effect in sidebar
  4. Verify preview and details

Recent Changes (February 2026)

New VFX Catalog Tab

Commit: 69105229 (feat(asset-forge): add VFX catalog browser tab) Features:
  • Sidebar catalog of all game effects
  • Live Three.js previews
  • Detail panels for colors, parameters, layers
  • Phase timelines
Effects cataloged:
  • Spells (fire, ice, wind, earth)
  • Arrows (ranged combat)
  • Glow particles (highlights)
  • Fishing (water effects)
  • Teleport (beam + swirl)
  • Combat HUD (damage splats, XP drops)

Instanced Arena Fire Particles

Commit: c20d0fc (perf(arena): instance arena meshes and replace dynamic lights with TSL fire particles) Changes:
  • Removed 28 PointLights (performance impact)
  • Replaced with GPU-driven TSL emissive brazier material
  • Enhanced fire particle shader with:
    • Smooth value noise
    • Soft radial falloff
    • Additive-blend-friendly design
    • Per-particle turbulent vertex motion
Performance impact:
  • 97% draw call reduction (~846 meshes → InstancedMesh)
  • No dynamic lights (better performance)
  • GPU-driven particle motion (no CPU overhead)