What is the best way to go about creating fully destructible environments for a game? Or what are the various ways to do this, along with their pro's and cons?
Are there any open-source examples of this available?
Fully Destructible Environments
Started by sanman, Apr 29 2009 12:22 PM
6 replies to this topic
#1
Posted 29 April 2009 - 12:22 PM
#2
Posted 30 April 2009 - 07:16 PM
Are you wanting a fully destructable environment that includes all meshes in the scene?
(i.e You shoot a wall and it may crack then fall apart)
Or are you just wanting to allow a terrain to be destructable?
(i.e You shoot the ground and a large crater)
(i.e You shoot a wall and it may crack then fall apart)
Or are you just wanting to allow a terrain to be destructable?
(i.e You shoot the ground and a large crater)
#3
Posted 01 May 2009 - 08:09 AM
This is an advanced topic, theres loads of ways to do it and there probably isnt an easy way.
For example, if you have a csg algorythm thats running realtime (it goes pretty quick) you can use csg subtractions and intersections to pull shapes out of a model.
What about fully destructable units!
Ive seen a demo where you could knife through a human model and split him apart into gooby bits, I wonder how that works - but you can do it.
For example, if you have a csg algorythm thats running realtime (it goes pretty quick) you can use csg subtractions and intersections to pull shapes out of a model.
What about fully destructable units!
Ive seen a demo where you could knife through a human model and split him apart into gooby bits, I wonder how that works - but you can do it.
#4
Posted 01 May 2009 - 12:32 PM
Where could I find out a list of different possible methods, with each of their pro's and cons?
That way, I could decide which of these works best for my purposes, instead of just trying the first approach that comes to mind.
That way, I could decide which of these works best for my purposes, instead of just trying the first approach that comes to mind.
#5
Posted 19 May 2009 - 02:00 AM
Here's a new game called Red Faction: Guerrilla
Now this thing has really reached the cutting edge in destructible environments.
http://www.youtube.com/watch?v=2d_KJZ8uMw0
http://www.youtube.com/watch?v=JbKqufFA4Y8
http://www.youtube.com/watch?v=sip7dh2qC7U
How the heck could they have pulled something like this off?
I realize it's proprietary, but there must be a general idea of how they did it, what approach they took, etc.
Now this thing has really reached the cutting edge in destructible environments.
http://www.youtube.com/watch?v=2d_KJZ8uMw0
http://www.youtube.com/watch?v=JbKqufFA4Y8
http://www.youtube.com/watch?v=sip7dh2qC7U
How the heck could they have pulled something like this off?
I realize it's proprietary, but there must be a general idea of how they did it, what approach they took, etc.
#6
Posted 19 May 2009 - 01:51 PM
IIRC, their technology is discussed somewhere, and I believe they mentioned the finite element method
I will try and look for the article
I will try and look for the article
"Stupid bug! You go squish now!!" - Homer Simpson
#7
Posted 21 May 2009 - 06:57 AM
I'm pretty sure GeoMod 2 works in much the samwe way as the old Bridge Builder game ... Its not a simple process, though.
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