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22 changes: 17 additions & 5 deletions src/rendering/effects/BattleEffectsRenderer.ts
Original file line number Diff line number Diff line change
Expand Up @@ -201,6 +201,7 @@ export class BattleEffectsRenderer {
private projectileHeadPool: MeshPool;
private projectileGlowPool: MeshPool<THREE.Sprite>;
private groundEffectPool: MeshPool;
private deathEffectPool: MeshPool; // Separate pool for death effects (uses largeRingGeometry)
private decalPool: MeshPool;
private debrisPool: MeshPool;
private explosionCorePool: MeshPool;
Expand Down Expand Up @@ -389,6 +390,15 @@ export class BattleEffectsRenderer {
return mesh;
});

// Separate pool for death effects - WebGPU crashes when geometry is swapped on pooled meshes
this.deathEffectPool = this.createMeshPool(POOL_SIZE, () => {
const mesh = new THREE.Mesh(this.largeRingGeometry, this.deathEffectMaterial.clone());
mesh.visible = false;
mesh.rotation.x = -Math.PI / 2;
mesh.renderOrder = RENDER_ORDER.GROUND_EFFECT;
return mesh;
});

this.decalPool = this.createMeshPool(50, () => {
const mesh = new THREE.Mesh(this.decalGeometry, this.decalMaterial.clone());
mesh.visible = false;
Expand Down Expand Up @@ -1197,10 +1207,10 @@ export class BattleEffectsRenderer {
this.particleSystem.emitExplosion(effectPos, 0.6); // Smaller explosion for unit death
}

const mesh = this.acquireFromPool(this.groundEffectPool);
// Use separate death effect pool to avoid geometry swapping (causes WebGPU crashes)
const mesh = this.acquireFromPool(this.deathEffectPool);
if (!mesh) return;

mesh.geometry = this.largeRingGeometry;
mesh.position.set(position.x, position.y + heightOffset + GROUND_EFFECT_OFFSET, position.z);
mesh.scale.set(1, 1, 1);

Expand Down Expand Up @@ -1660,11 +1670,12 @@ export class BattleEffectsRenderer {
effect.progress += dt / effect.duration;

if (effect.progress >= 1) {
// Reset geometry if we changed it
// Release to appropriate pool based on effect type
if (effect.type === 'death') {
effect.mesh.geometry = this.groundRingGeometry;
this.releaseToPool(this.deathEffectPool, effect.mesh);
} else {
this.releaseToPool(this.groundEffectPool, effect.mesh);
}
this.releaseToPool(this.groundEffectPool, effect.mesh);
this.groundEffects.splice(i, 1);
} else {
// Scale and fade
Expand Down Expand Up @@ -1915,6 +1926,7 @@ export class BattleEffectsRenderer {
disposeMeshPool(this.projectileHeadPool);
disposeMeshPool(this.projectileGlowPool as unknown as MeshPool);
disposeMeshPool(this.groundEffectPool);
disposeMeshPool(this.deathEffectPool);
disposeMeshPool(this.decalPool);
disposeMeshPool(this.debrisPool);
disposeMeshPool(this.explosionCorePool);
Expand Down