Sunday, August 2, 2015

Destruction Video

Here is a test video of me shooting out windows, benches, lights, and exploding tanks.


3 comments:

  1. This is a test comment. Someone else has claimed to have posted a comment, but I don't see it.

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  2. Hehe, very durable glass!
    How are you doing gibs? Are they dynamically generated, or is there a "destroyed" model which gets substituted? It doesn't look like there are physics simulation run on the fragments.
    A combination of physics projectiles and hitscan weapons?

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  3. I didn't want the glass to all break immediately because I like the cracked glass effect and I didn't want to have all windows shattered after a few minutes of gameplay.

    Most objects are created out of basic cubes, cylinders, spheres, and extruded polygons. When the object is destroyed, some number of triangle or sphere/particle fragments are generated randomly distributed across its volume. Larger objects have more particles. These particles are affected by the force of the explosion (if that's what created them), gravity, wind, etc. Usually they move pretty quickly and are hard to see. Sometimes glass fragments will stick into things, and they will bounce if they collide with a bouncy material. There's no destroyed model, everything is generated procedurally. Glass cracking is procedural as well, and the cracks persist in an object as it's move around.

    Fragments rotate in the air, though it's hard to see. This is easier to see with some of my later grenade explosion videos. Part of the problem was that I hadn't quite figured out video recording here, and the video plays back at about 2x realtime (recorded at about 30 FPS but plays back at 60 FPS).

    There are also smaller particles (thousands per explosion) that have collision detection disabled, some of which are glowing for explosion and fire effects. I guess I added these later.

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