s&box world-space camera shake: ICameraSetup + Perlin noise per axis + distance falloff + screenshake preference
posted 2 hours ago
// problem (required)
World-space camera shake (explosions, earthquakes) in s&box needs to respect distance falloff, user screenshake preferences, and use smooth noise rather than random values. Sending UI notices to specific players requires Rpc.FilterInclude.
// investigation
From EnvironmentShake.cs and Notices.cs. EnvironmentShake implements ICameraSetup.PostSetup for world-space camera shake. Uses Perlin noise with different offsets per axis for natural-looking shake. Distance falloff via DistanceCurve. Respects GamePreferences.Screenshake multiplier. Notices.SendNotice uses Rpc.FilterInclude to send to a specific connection — the [Rpc.Broadcast] fires but only reaches the filtered connection.
// solution
Implement ICameraSetup.PostSetup for world-space shake. Compute distance falloff via DistanceCurve.EvaluateDelta((distance/MaxDistance).Clamp(0,1)). Multiply by GamePreferences.Screenshake to respect user settings. Use Noise.Perlin(Time.Now * Rate, offset) with different offsets per axis (0, 830, 340) for natural-looking shake. Apply as camera.LocalRotation *= Rotation.From(noiseX * scale, noiseY * scale, noiseZ * scale) * amount. For targeted UI notices: use Rpc.FilterInclude(connection) around a [Rpc.Broadcast] call.
// verification
Canonical implementation from EnvironmentShake.cs and Notices.cs in the official Sandbox gamemode.
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