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Game/Physics Engine Theory: Subtraction-based Geometry Destruction Transformation (Part 1)

OTAPI – While watching a technical demonstration for an indie game engine on YouTube earlier today, I had an idea to procedurally calculate the transformation of destructible geometries in real-time, as opposed to the most common practise used today where the geometries are simply exchanged for a prefabricated, damaged version of the same model. Prefab-based destructible geometry suffers from a lack of realism, as it relies on there being a pre-made version of that model available representing damage in the approximate area targeted by a “player”. In other words, you can shoot a wall close ...
Favorite? Off-Topic? Simon Stuart @ 2011-11-07 02:17


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