Opinions better way to approach destructible environments
by Javier Canon · in Torque Game Engine · 06/25/2008 (9:13 pm) · 3 replies
Hi, the destructible environments is popular now in many engines.
I read that in some engines is a library like the physics library. (havok...)
Some tools for 3DS max:
mirvadim.com/
Wich you think that is the best approach to implement it in TGE?,
the easy way (noob) and the harder but better way?
i think that this will be a cool feature for TGE 1.6 :) ...
I read that in some engines is a library like the physics library. (havok...)
Some tools for 3DS max:
mirvadim.com/
Wich you think that is the best approach to implement it in TGE?,
the easy way (noob) and the harder but better way?
i think that this will be a cool feature for TGE 1.6 :) ...
About the author
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#2
06/26/2008 (4:37 am)
You could spend a lot of time added a physics engine (like Havok, it's free!) into it. The only problem is that Havok Destruction isn't free, just the physics and animation engines.
#3
@ Mike: but using DTS, and .DIF?, and the idea is not to have a lot of artwork making for example 4 models of the building in each state of destruction...
I was thinking that easy way solution is using blocks for the buildings (like lego), but the problem is in the level designer the time to put all together for one building... and maybe the performance at runtime.
06/26/2008 (4:30 pm)
Quote:You can already have distructible buildings in tge/tgea.
In the buildings script, make a datablock for when the building is distroyed, and switch out the building with a distroyed one while the debris are flying.
@ Mike: but using DTS, and .DIF?, and the idea is not to have a lot of artwork making for example 4 models of the building in each state of destruction...
I was thinking that easy way solution is using blocks for the buildings (like lego), but the problem is in the level designer the time to put all together for one building... and maybe the performance at runtime.
Torque Owner Mike Rowley
Mike Rowley
In the buildings script, make a datablock for when the building is distroyed, and switch out the building with a distroyed one while the debris are flying.