Author Topic: Recent Progress: Special Forces, Modding, And Explosives  (Read 3151 times)

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Recent Progress: Special Forces, Modding, And Explosives
« Reply #15 on: March 13, 2017, 05:13:51 pm »
I prefer Velociraptor Fracturing, as the implementation is more intuitive.

On top of that, most of the code can probably just be reused from RR.

Yep. :)

That's actually an implementation of voronoi fracturing right there, incidentally.  Some of that was pre-baked (for things that would have a ton of parts), whereas others were done in realtime if they only fractured into a couple of pieces at a time.  It's a multithreaded thing, so it was seeding the physics objects that was the biggest cost there.  In this case we'd be able to use a lot of the same ideas, and much of the same code.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Squashyhex

  • Newbie Mark III
  • *
  • Posts: 44
Re: Recent Progress: Special Forces, Modding, And Explosives
« Reply #16 on: March 13, 2017, 08:27:40 pm »
There is certainly something inherently satisfying and final watching a large ship break apart :D
"Space, the final frontier. These are the voyages of the Star Ship Enterprise. It's continuing mission: to explore strange new worlds; to seek out new life and new civilisations; to boldly go where no one has gone before."

 

SMF spam blocked by CleanTalk