Game Development Community

Destructible Evironments

by maverick · in Torque Game Engine Advanced · 01/15/2009 (5:59 am) · 4 replies

I've been looking into destructible environments and cover and for the most part I've seen two ways multiple DTS models swapping each other out and a jigsaw method which seams like it would kill your frame rate but i remember someone telling me about hiding parts of objects so i was wondering if anyone knew if you could hide a small part of an object in say a bullet hole decal shape and then just load in the geometry that you want into the space that is hidden

#1
01/15/2009 (12:37 pm)
No, it doesn't sound like what you want is possible. However, you can create the shape with all the different parts, and just hide the broken parts. Then when it gets hit, you can "unhide" the broken parts. Take a look at this resource:

www.garagegames.com/community/resources/view/15457
#2
01/15/2009 (1:23 pm)
The mesh hiding resource is a good idea for destructible's. You can even do a lot with animated shapes to "fake" deformation. The simplest and easiest way is to simply swap the model. Kaboom - Destroyable Objects Pack - in the product store
#3
01/15/2009 (4:43 pm)
All of these methods are going to have performance issues. You shouldn't realistically expect to handle bullet holes; you're more likely going to end up using this with explosives, damage states, etc.

Swapping models works fine for damage states (ie, different models for 100%, 75%, 50%, 25% damage) but obviously isn't so great for procedural piece-by-piece damage. Detailed damage of this type is going to be a serious performance hit, which is why you usually only see it on key objects in games (for example, cars in the GTA series, which feature limited locational damage).

In other words, I really wouldn't suggest trying to allow the player to destroy individual bricks in the wall they're hiding behind, unless it's a key point of cover in your map
#4
01/16/2009 (12:53 am)
alright thanks