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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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)
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
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.
Here’s a new game called Red Faction: Guerrilla
Now this thing has really reached the cutting edge in destructible
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.
IIRC, their technology is discussed somewhere, and I believe they
mentioned the finite element
I will try and look for the article
I’m pretty sure GeoMod 2 works in much the samwe way as the old Bridge
Builder game … Its not a simple process, though.