Hi guys. I was wondering if anyone had any thoughts on breaking geometry? I've been looking around and I can't seem to find much on the subject. Lets take a simple example, a glass bottle that isn't hollow (to begin with - a normal closed mesh)
I thought that maybe a recursive split with arbitrary planes. So you draw a plane that divides the mesh into two, then do the same to these two bits etc, but then one would need to cap these bits that are made.
Maybe representing the whole mesh as a voxel set and then using something like bullet physics on each block? That might look a bit poor later on though (though perhaps voxels may have something?)
Essentially the explosion or breakage doesnt need to be utterly correct but a good looking set broken bits with some specification of where the break starts would be the goal.
I believe Red Faction and similar tend to precompute their destruction animations to a degree. I cant seem to find the original post I saw on this. I'd have thought this would be a common problem with a few solutions (even though its a tricky one. Anyone know of any papers or similar on the subject?