sanman at April 29th, 2009 08:22 — #1
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?
grofit at April 30th, 2009 15:16 — #2
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 at May 1st, 2009 04:09 — #3
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 at May 1st, 2009 08:32 — #4
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 at May 18th, 2009 22:00 — #5
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 at May 19th, 2009 09:51 — #6
IIRC, their technology is discussed somewhere, and I believe they mentioned the finite element method
I will try and look for the article
goz at May 21st, 2009 02:57 — #7
I'm pretty sure GeoMod 2 works in much the samwe way as the old Bridge Builder game ... Its not a simple process, though.