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🥋 Black Trigramアーキテクチャ: 5人の格闘家、戦闘における神聖幾何学

5人の格闘家アーキタイプ: 戦闘スタイルのパターン

韓国武術:多様で、洗練され、歴史的に深遠—しかしゲームでは著しく過小評価されています。 Black Trigramを設計する際、ゲームデザイン会議で5人の格闘家アーキタイプを発明したのではありません—実際の韓国武術の伝統と現代の戦術専門化におけるパターン認識を通じて明らかになった、戦闘領域そのものに埋め込まれたものを発見しました。アーキタイプは自ら選択しました。 game-design.mdはこれを文書化しています:それぞれは実際の伝統と現代の現実に根ざした独自の戦闘哲学を表しています。恣意的なゲームバランスではなく—文化的真正性が機械的深さと出会い、神聖幾何学が暴力に適用されます。

5つのアーキタイプ、それぞれが完全な戦闘システムであり、暴力そのものに対する哲学的立場です。 game-design.mdに文書化されたこれらは、単なるステータス調整を伴うパレットスワップではありません。これは表現を通じた敬意です。 各格闘家は、根本的に異なる暴力へのアプローチ、戦術的優先事項、倫理的枠組みを体現しています。伝統的な武士の名誉規範から組織犯罪の実用主義まで—人間が承認された暴力と承認されていない暴力にアプローチする方法の全スペクトルです。人類学としてのゲームメカニクス。

1. 무사 ムサ (Traditional Warrior / 伝統的武士)

伝統的訓練を受けた軍の特殊部隊。 力による名誉、規律ある戦闘。好みの八卦: ☰ 天(乾), ☳ 雷(震)。特徴的な技:関節技法、急所打撃、制圧術。

2. 암살자 アムサルジャ (Shadow Assassin / 影の暗殺者)

静かな制圧に特化した秘密工作員。 不可視性による効率性、一撃必殺。好みの八卦: ☴ 風(巽), ☵ 水(坎)。特徴的な技:無声制圧、神経破壊、呼吸遮断。

3. 해커 ハッカー (Cyber Warrior / サイバー戦士)

物理的戦闘訓練を受けたデジタルネイティブ。 力としての情報、技術的優位性。好みの八卦: ☲ 火(離), ☱ 沢(兌)。特徴的な技:解剖学的分析、生体力学破壊、体系的制圧。

4. 정보요원 ジョンボヨウォン (Intelligence Operative / 情報要員)

心理戦訓練を受けた政府工作員。 観察による知識、戦略的思考。好みの八卦: ☶ 山(艮), ☷ 地(坤)。特徴的な技:苦痛順応、心理的圧迫、情報抽出。

5. 조직폭력배 ジョジクポクリョクベ (Organized Crime / 組織暴力)

ストリートスマートな残虐性を持つ地下格闘家。 無慈悲さによる生存、実用的暴力。好みの八卦: ☳ 雷(震), ☵ 水(坎)。特徴的な技:環境活用、汚い技法、生存格闘。

70の急所:数学が死と出会う。 伝統的韓国武術は70の急所(圧力点)を教えます。パターン認識は神聖な構造を明らかにします: 7 × 5 × 2(7つの身体領域 × 各5つの重要な点 × 左右対称のための2)。私たちのダメージシステムは70すべてを実装しています。打撃精度は恣意的なスケーリングではなく、生体力学的現実を通じてダメージ倍率を決定します。数秘術による現実主義。哲学による物理学。 急所を正確に打撃すると、ゲームは実際の解剖学的脆弱性に基づいて現実的な外傷効果を計算します。これは関与による教育であり、ゲームプレイによる文化保存です。

Game balance requiring five archetypes wasn't design choice—it was recognition of natural combat style clustering in human conflict. Try four archetypes: gaps appear in coverage. Six: redundancy emerges and confusion follows. Five is complete without being exhaustive. The Pentagon appears again. The Law of Fives manifests in hand-to-hand combat patterns. Coincidence? There are no coincidences. Only patterns you haven't recognized yet. The universe speaks in pentagons and you're just not listening.

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React + PixiJS アーキテクチャ: ブラウザベースの戦闘シミュレーション

Web-based combat simulation = democratized access = revolution. Documented in ARCHITECTURE.md, Black Trigram runs entirely in-browser using React 19 + PixiJS 8 + TypeScript. Zero backend. Zero installation. Zero platform lock-in. Zero artificial scarcity of access. Open browser → train martial arts. This isn't compromise for convenience—it's intentional accessibility architecture as political statement. Fighting games historically gatekept behind expensive console hardware, region-locked cartridges, and local multiplayer requiring physical proximity. We chose universal access instead. Accessibility as rebellion against gaming industry extraction. Your browser is your dojang. Your internet connection is your sensei. Geography and income don't gatekeep Korean martial arts education anymore.

1. 🖥️ React UIレイヤー

レスポンシブデザインの韓国テーマコンポーネント。画面:CombatScreen, TrainingScreen, IntroScreen。共通UI:CombatHUD, TrigramWheel, ProgressTracker。基本モジュール:BaseButton, KoreanText, BackgroundGrid。全体的にTypeScriptを使用した関数型コンポーネント。

2. ⚙️ ゲームロジックエンジン

src/systems/配下のTypeScriptモジュール:CombatSystemは入力 → 八卦 → 急所 → ダメージ → フィードバックを調整します。TrigramSystemはStanceManager, TransitionCalculator, TrigramCalculator, KoreanCultureを通じてスタンスを管理します。VitalPointSystemはKoreanAnatomy, HitDetection, DamageCalculatorを通じて70の急所を処理します。

3. 🎨 PixiJSレンダラー

PixiJS 8 with WebGL for 60fps 2D graphics. Manages character sprites (PlayerVisuals, EnemyVisuals), dojang background, particle systems (HitEffectsLayer), UI overlays. @pixi/react integration wraps PixiJS Application in React components.

4. 🎵 オーディオエンジン

Howler.js + Web Audio API for Korean traditional music blended with cyberpunk SFX. AudioManager loads bone cracks, impacts, ambient sounds. VariantSelector randomizes hit sounds. DefaultSoundGenerator provides fallback audio.

5. 🗄️ 状態管理

Zustand + React Context for in-browser state. useGameState, useUIState, useEnemyState track health, stamina, Ki, stance, combat metrics. No persistence—refresh resets progress. Client-side only, no backend dependencies.

Full architecture documentation: ARCHITECTURE.md includes C4 Container diagrams, Component views, Combat Flow sequences. TypeScript provides type safety across all layers. Vite handles build optimization with tree-shaking.

Web applications without layer enforcement become unmaintainable. React for UI, PixiJS for rendering, TypeScript for logic—clear separation enables confident refactoring without breaking systems.

シンクロニシティ:現れる数字

I don't believe in coincidences. I believe in patterns revealing themselves:

  • 70 vital points = 7 × 5 × 2. As documented in game-design.md, the game implements 70 traditional Korean martial arts pressure points (kyusho). Head (10 points), Neck (8 points), Torso (20 points), Arms (16 points), Legs (16 points). Mathematical pattern emerges from anatomical reality.
  • Eight trigram stances. ☰ Geon (Heaven), ☱ Tae (Lake), ☲ Li (Fire), ☳ Jin (Thunder), ☴ Son (Wind), ☵ Gam (Water), ☶ Gan (Mountain), ☷ Gon (Earth). Traditional I Ching philosophy integrated into combat mechanics via stance system documented in COMBAT_ARCHITECTURE.md.
  • 60-second round timer. As specified in game-design.md section 2.7, each round lasts exactly 60 seconds. Forces tactical decisions under time pressure. Winner determined by KO or higher health at timeout.
  • CombatStats tracking six core metrics. Health (❤️), Pain (😖), Balance (⚖️), Consciousness (🧠), BloodLoss (🩸), Stamina (🔋). Each stat interacts creating realistic combat feedback documented in game-design.md section 2.2.
  • 10×10 octagonal grid arena. Discrete positioning system with 0.3m cells. Octagon inscribed in square creates playable zone. Out-of-bounds cells trigger skid animation. Grid-based tactical combat per game-design.md section 2.1.

When game mechanics naturally align with numerological patterns, question emerges: did we impose structure, or did structure reveal itself through practice? Answer: both. Recognition, not invention.

デジタル精度による文化保存

Not just entertainment. Educational tool preserving Korean martial arts techniques digitally through authentic representation:

  1. Authentic Technique Documentation: Combat system based on traditional Korean martial arts principles documented in COMBAT_ARCHITECTURE.md. Realistic vital point targeting, stance-based combat, authentic trigram philosophy integration.
  2. Historical Context: Game design document provides comprehensive background on Korean martial arts traditions. Technical breakdowns of each archetype's fighting philosophy. Cultural significance explained alongside mechanics.
  3. Language Respect: Korean terminology preserved throughout. Hangul script for fighter names: 무사 (Musa), 암살자 (Amsalja), 해커 (Hacker), 정보요원 (Jeongbo Yowon), 조직폭력배 (Jojik Pokryeokbae). English translations as supporting context, not replacement.
  4. Open Source Education: Complete game architecture documented in public repositories. ARCHITECTURE.md, COMBAT_ARCHITECTURE.md, game-design.md available at github.com/Hack23/blacktrigram. Students can examine implementation of traditional techniques in modern gaming context.
  5. Transparent Development: Technical decisions documented with cultural respect. No exploitation of Korean martial arts imagery. Educational value through accurate representation and accessible documentation.

Not commercial exploitation. Open-source cultural preservation. Revenue (if any) supporting Korean martial arts schools. Respect encoded in architecture.

Digital preservation that disrespects source culture fails its mission. We consult, we compensate, we credit. Technology serving culture, not extracting from it.

未来のアーキテクチャ:5年間の進化

Roadmap: FUTURE_ARCHITECTURE.md. Five major enhancements:

Year 1: Online Multiplayer

Netcode for rollback. Lag compensation. Ranked matchmaking. 5-region servers (Asia, Europe, NA, SA, Oceania).

Year 2: Training Mode Enhancement

Frame data display. Hitbox visualization. Combo tutorials. AI sparring. Practice against 5 difficulty levels.

Year 3: Mobile Port

iOS + Android versions. Touch controls. Performance optimization. 5 control schemes (virtual joystick, swipe, tap, tilt, external controller).

Year 4: VR Support

First-person martial arts. Motion controller tracking. Physical movement mapped to in-game techniques. 5 VR platforms (Quest, PSVR, Index, Vive, WMR).

Year 5: AI Coach

Machine learning analyzing player performance. Personalized training recommendations. Weakness identification. Improvement tracking across 5 skill categories.

Investment timeline: 15% development budget annually. Fibonacci-adjacent growth. Sustainable evolution without feature bloat.

技術スタック:モダンWebがUnityと出会う

Hybrid architecture: Unity for game engine, React+TypeScript for UI/menus. Best of both worlds.

  • Unity 2022 LTS: Game engine, physics, rendering. C# for core systems.
  • React + TypeScript: Menu system, settings, character select. Web UI embedded in Unity.
  • WebGL Build: Browser-playable version. No install required. Accessibility through web.
  • GitHub Actions CI/CD: Automated builds. 5 platforms: Windows, macOS, Linux, WebGL, Android (future).
  • Asset Pipeline: Blender → FBX → Unity. Texture compression. LOD generation. 5-stage optimization.

Evidence: OpenSSF Scorecard 7.0/10. CII Best Practices badge. SLSA Level 3 attestations. Game development with software engineering rigor.

アーキテクチャの知恵:ゲーム開発からの5つの教訓

  1. Five fighter archetypes = minimum viable diversity. Fewer feels limited. More feels redundant. Five balances variety with learnability.
  2. Layer separation crucial in Unity. Without discipline, everything couples to everything. Our five layers enforce separation of concerns.
  3. Cultural authenticity requires consultation. Can't fake Korean martial arts. Consulted masters. Compensated advisors. Resulted in respectful, accurate representation.
  4. Open source game development = transparency. Code, assets, design docs—all public. Community contributions improving quality. Collaboration over secrecy.
  5. Sacred numbers appear in gameplay naturally. 5-hit combos, 70 vital points, 5-frame increments—patterns emerging from playtesting, not imposed by design.

Game architecture frozen in initial design becomes obsolete as gameplay evolves. Architecture with documented evolution enables confident iteration—players see trajectory, not just snapshot.

神聖な戦闘幾何学を探索する

Think for yourself. Play the game. Read the code. Study the patterns. Five fighter archetypes, 70 vital points, sacred geometry in combat simulation—patterns visible when you know where to look.

Simon Moon, System Architect, Hack23 AB

"Combat choreography revealing mathematical elegance. Five fighters, infinite possibilities."

旅を続ける

次へ: Black Trigram戦闘システム - Deep dive into hit detection and physics

関連: 完全なドキュメント - All architecture diagrams and game design specs

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