Managing mass destructions in scenes with irrlicht How?

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AbsoluteCPP
Posts: 8
Joined: Fri Aug 27, 2010 3:41 pm
Location: Multan, Pakistan

Managing mass destructions in scenes with irrlicht How?

Post by AbsoluteCPP »

Is is possible to achieve these kind of results with irrlicht?
http://www.youtube.com/watch?v=N1FOnpzUzZY


On the startup pf the movie there is only one wall mesh, but when object hits on wall then this single wall mesh divided into hundreds or thousand of sub-meshes, If we create one scene-node for each submesh object then i think there will be enough load on the system, how the things are managed in real big title games (Mafia II)


I am interested in making a scene like this video
http://www.youtube.com/watch?v=D58DlquZjKY
Where there are many breakable glass, I need your suggestion that how things can be managed,

I want to learn, No need of code yet, Just theoretical aspects..
Managing mass destructions in scenes with irrlicht How?

Thanks..
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Virion
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Post by Virion »

the videos that you shown are using physx for the destruction so you can also do the same thing, use irrlicht as renderer and physx for the physics.
AbsoluteCPP
Posts: 8
Joined: Fri Aug 27, 2010 3:41 pm
Location: Multan, Pakistan

Post by AbsoluteCPP »

I have used PhysX API and Irrlicht also (but not expert in both, in learning process)

Suppose if we want to create this kind of scene then we need to created huge amount of actors??

Suppose you have to make this kind of scene then how u will do??
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