Destructible Environments in Irrlicht
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- Posts: 914
- Joined: Fri Aug 03, 2007 12:43 pm
- Location: South Africa
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Yes but apex also just does precalculated meshes. There are many things that can do this for you except obviously, apex makes it native to physX, making a file format you load etc.
Its really cool, although aside from convenience, its STILL just rigid bodies, pieces of the same mesh, split up, and unconstrained based on the impact on a point, with a heirachy that releases pieces in a fractal form etc etc.
Its really cool, although aside from convenience, its STILL just rigid bodies, pieces of the same mesh, split up, and unconstrained based on the impact on a point, with a heirachy that releases pieces in a fractal form etc etc.
http://www.youtube.com/watch?v=Q3wF0Klk ... =quicklist
It seems to be newton physics engine. Not a terrain but its a good start......
Seamless wrecking is still a nasty task. Geometry shaders might help but its waay more advanced stuff...
Tokamak also support breakage (constructed models only)....anyway do something good and then show us :p
It seems to be newton physics engine. Not a terrain but its a good start......
Seamless wrecking is still a nasty task. Geometry shaders might help but its waay more advanced stuff...
Tokamak also support breakage (constructed models only)....anyway do something good and then show us :p
I was, but the other project designer is having issues with his living expenses (no internet now basically), and I've got no work computer to mess with - only one at the local library. So our little planned project is postponed.devsh wrote:are you working on your own game? or do you think you would join my project for a bit to see how physics are done (haven't started on them yet)
So, if I could, I would help you out with your project, but for now, the forums are all I can look at. No downloading on the library computers =/.
I would gladly join your project if I get a new home computer, though.