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fir

destruction in games

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Is destruction really counted in modern games? if so how are the methods of doing this?

Is there something like serious simulation counting - say for examle

you got a 20 cm radius ball from heavy gun and a 25 cm wide wall -

and this ball and wall are made from some wood glass steel stone plastic and other materials, is there a way of calculating it in game?

 

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Theres always a way to do program things, it just depends how much time you want to put in. I haven't really played around with physics or really know anything about integrating them, I have a book but I haven't read it yet. If you're looking for a long explanation and several references, I'm not your guy, but I have some ideas. The easiest idea in my mind would be looking into a bullet physics library. Using this you could make models that are built in parts and when you shoot at it, it breaks apart. Obviously there are much better ways to do this. If you really wanted to do something like Battlefield does, I'm sure something like that is more involved. Hope that this was useful and provided a bit of insight. Happy coding ;)

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I did not seen how it is in Battlefield, i do not play modern games so I do not know how it is done. As to physics engines i do not use them either but when I saw examples that was about rigid body movement and collisions not about destruction sadly. Is destruction handled by present time physics engines? Or some tutorials how to do it by hand? (but something more complicated than building a pile of boxes and then wacth how they fall down) ?

Edited by fir

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