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Posted 10 May 2014 - 12:51 PM
Posted 10 May 2014 - 01:20 PM
I vote BSP tree, where each destructive event finds multiple shear planes to 'chop up' the world (or relevant piece/portion), and treat each individual chunk as an independent object. But I have no idea what they are actually doing.
Posted 10 May 2014 - 01:46 PM
Posted 10 May 2014 - 02:58 PM
There are probably multiple systems at multiple levels of detail at work here. There's a presentation on how they did smaller scale destruction in their frostbite 2 engine by using a technique they call "Destruction masking using volume distance fields", they're probably also using this to some extent in frostbite 3.
The slides for this can be found here: http://www.slideshare.net/DICEStudio/siggraph10-arrdestruction-maskinginfrostbite2
I gets all your texture budgets!
Posted 10 May 2014 - 09:57 PM