Jump to content
  • Advertisement
Sign in to follow this  

Simulating object damage using shaders

This topic is 2247 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi there,
For a project I am trying to examine the viability of using shaders to simulate bullet holes or impact damage in a primitive. My idea was to trace a ray to a surface and then from that surface decide an area that should not be drawn and cull those triangles within the computed area. Its is not a requirement that the sim has to be pin point accurate but only to show it is a possibility as an alternative to full dynamic object destruction. My take on this is that it could be used for say out of reach areas that the player could not examine with large amounts of scrutiny but when combined with say a nice smoke effect and a decal may provide a way of simulating damage without the costly process of say fracturing a surface.

I am also having trouble finding any literature on the subject of where something like this may have been done, or methods of culling that may help to generate the effect I am looking for. If anyone could help in pointing me in the right direction I would be very grateful.

Thanks.

Share this post


Link to post
Share on other sites
Advertisement
Tossing my lot in with Corefanatic. It's not a super-super scalable approach from a visual standpoint-- you can only do one or two 'damage regions' before data logistics becomes difficult-- but on the other hand it's possible to get very high-quality results fairly cheaply

Share this post


Link to post
Share on other sites
Thanks for the feedback. As I said all im trying to do is show that It can be done. It doesn't have to be done to a precise standpoint, its just showing another method of damage representation that could be explored further.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!