I’m looking at the destruction features in the different Physics Engines
and need help figuring out which is the best.
I need to be able to knock holes in the walls, and if the supporting
walls and pillars are destroyed I want the building to collapse. This
type of full building destruction would very rarely happen in the game,
but if the supports are knocked out I want it to be realistic. Windows
breaking and breaking through a wall with an axe or a car would be more
I’d also like the terrain/ground to be destructible, kinda like
I’d like concrete to crack, and to blow apart dirt, maybe even the
ability to spear posts in the dirt. Possibly even breaking down trees?
Although this would just be an extra feature, it’s in no way necessary.
Havok, Physx, DMM, Geo-mod, Bullet, frostbite,and etc all have similar
features to one another. I like Havok’s Destruction package however the
pricing will probably be above what I can pay for (I’m actually waiting
for their reply). PhysX is free, but it’s main feature is the graphics
acceleration that requires a special graphics card which my user base
probably doesn’t have (I’m a little hazy on whether or not the features
would work well without the acceleration). And Geomod/frostbite are not
usable by indie developers. I’m unfamiliar with Bullet’s capabilities.
What physics engine would work best for my destruction needs? Thanks in
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This is really at the bleeding edge of game physics. You won’t find a
finished solution that does everything you want from it.
If you are ready to build a specialized “destruction engine”, you could
probably start out with any physics engine (bullet is supposedly good),
and just build on top of that.
A building could be composed of a few breakable parts (floors, pillars,
wall segments), that can take damage. If a pillar is destroyed, the
physics simulation could determine if the stress on the floors and walls
would be enough to break them too, and how the building should topple
over or collapse.
To simulate breaking walls, you could use several versions of the same
wall in different states of damage, ending with a set of “shards” that
are simulated individually by the physics engine.
I have no idea if that makes sense.
It made sense. I’m experimenting with Bullet already. I
Red Faction’s Geomod used Booleans to enable digging and breakage. Most
breakage in Havok and Phsyx is done with Voronoi. Both aren’t replying
to my inquiries…
Physics in games isn’t my strong point, but I’m attempting to make
Bullet doing. I’ll let you know how it goes. Thanks