Fully Destructible Environments

sanman 101 Apr 29, 2009 at 12:22

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?

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Grofit 101 Apr 30, 2009 at 19:16

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)

rouncer 103 May 01, 2009 at 08:09

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.

sanman 101 May 01, 2009 at 12:32

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.

sanman 101 May 19, 2009 at 02:00

Here’s a new game called Red Faction: Guerrilla

Now this thing has really reached the cutting edge in destructible environments.






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.

Kenneth_Gorking 101 May 19, 2009 at 13:51

IIRC, their technology is discussed somewhere, and I believe they mentioned the finite element method

I will try and look for the article

Goz 101 May 21, 2009 at 06:57

I’m pretty sure GeoMod 2 works in much the samwe way as the old Bridge Builder game … Its not a simple process, though.