Game Development Community

Destructible Objects

by Norris Bonner · in Technical Issues · 12/10/2004 (5:13 pm) · 4 replies

Ok, I asked this question in the general discussion but I guess I needed to be more descriptive about it. The thing I want torque to do is allow me to place an object in the world and allow that object to become damaged... ie, fallapart, catch on fire, smoke... For instance, mechwarrior assualt for the xbox has the exact same system im looking for. Is it anyway to do this? any suggestions on how I can get this accomplished.. any help will be GREATLY appreciated. The damage doesnt have to be detailed, just enough to let the user know that they are creating damage to that building/car/tree or whatever object i want damaged.


thank you

#1
12/11/2004 (9:02 am)
Exactly what I told you in the first thread. If you want fire and smoke you need to use particle emitters and the particle system. For damaged objects, you can either script the objects to swap themselves out with the damaged-looking ones, or script the pieces of an object to fall apart.

There are tutorials for accomplishing these things both here on the GG site and on the web. Go through the tutorials, and though they don't do exactly what you need, you will be able to adapt them to what you need in short order...
#2
12/11/2004 (11:53 am)
Oh ok, thanks.. can you point me in the direction.. Im not familiar with this site and im not even sure what topic to look under. any help would be greatly apreciated.

thanks
#3
12/11/2004 (6:11 pm)
Look through the tutorials here, or do a search for particles, destroyable objects, etc... It will come up.
#4
01/24/2005 (9:09 pm)
Ok guys, I gotta bring this topic up again. I have searched everywhere and I found this:

Another area I'd be curious to get opinions about would be using CSG vs. a "jigsaw" approach to structural meshes like buildings which have been modeled to have no interior. I know games like Freedom Force give you destructable buildings that, because they partially collapse in a predictable, similar fashion, appear to be made up of a mesh cut into "jigsaw" pieces. This seems like an absolute pain on the content creation side, but when compared to the learning curve for CSG and suitability on mid-range machines, I wonder which might be the better approach.

The "jigsaw" approach would leave your environment more predictable, which could help in other areas like AI and game design, but it does leave a level looking very similar.



Anyone know ANYTHING about this jigsaw approach? Im clueless on this and I havent seen any resources on it. Think this will work alot better than animating.