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Completely Destructible Level Made With The UDK and APEX Destruction - Page 6

post #51 of 53
Quote:
Originally Posted by srsdude View Post
i can make one of those, it's called FRACTURED STATIC MESHES



You're wrong.
Look at how they're made in the first place.
I think you need to look at what I just wrote, and then look at what you just wrote.

They're the SAME THING. Reading comprehension ftw.
post #52 of 53
Quote:
Originally Posted by SgtSpike View Post
Everything disappears once it is "destructed". If there's one thing that annoys me about physics engines, it's stuff disappearing after it has "come to a rest".

If it was at a rest when you first started interacting with it, then why can't it stay in the world at a rest after you are done interacting with it?

Lame.
If I am not mistaken, its a programmingly accepted faux pas (choice of words intended.)

They have a static object they place in the world, with physics destruction.

Physics destruction and object placement is pseudo-random utilizing whatever physic software (apex or physx) and the object goes kablooey.

Programmers don't program it back to a static object -> lazily make it disappear.

The alternative is to have the physx engine constantly running at all times (which has gotten some good results in games) and things like gravity/projectile motion/ and destruction are all contained in the library, but in essence, its heavy on resources.

And then there are games somewhere in between, some destruction (within moderation), and then the objects have pre-scripted parts that are either non-interactive or just can't be broken further, like crate contents in HL2. Which then disappear as well, so bad example.

Its the same concept as bullet casings and body count being reduce or removed all together. Those seemingly static objects are special entities that have to constantly 100% of the time be calculated as rag doll or debris (hence they disappear over time.) I mean the programming flags are there, for example, when net force = to 0 velocity, a body laying on the ground is pushed their by gravity and the ground as normal force the objects physical calculations don't need to be accounted for. Once forces are in equilibrium, acceleration would be 0, and then velocity would remain constant (face down with a headshot would be 0 velocity too ). Have you ever seen a rag doll having seizures on the ground? Thats physics/clipping not knowing when to turn off.

Its a shame they don't switch back and forth between static object placements and physics. They just need better physics programmers.

*Cough*RagingCain*Cough*
Edited by RagingCain - 4/16/11 at 5:50pm
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post #53 of 53
Completely destructible level. Completely unrealistic physics. Completely unimpressive.

Objects disappearing once they stop moving is one thing, but the material physics, dynamics, and structural mechanics are all wrong.
Edited by stargate125645 - 4/16/11 at 6:11pm
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