Managing mass destructions in scenes with irrlicht How?
Posted: Sat Sep 11, 2010 3:18 pm
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..
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..