RE: [Algorithms] Breaking geometry
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From: Tom F. <tom...@ee...> - 2004-11-06 21:41:39
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The major difference between the X-Com games and Silent Storm is that = X-Com had no connectivity between the chunks. In the first games, if you blew = out all the supports for a building, it just sat there hovering in space. In Apocalypse, the instant you destroyed a section, every section above it would crumble to nothing. Neither is really satisfactory. But I = preferred the first version since in most games you couldn't destroy enough = scenery to get the "hovering building syndrome" - it just looked cool. In = Apocalpse, it was pretty annoying to have stuff crumbling to bits all over the place = from a small hole. But Silent Storm actually has a connectivity network and a (simple) stress/strain model, so small holes have no impact (apart from = visibility, and easier shooting), but large holes cause collapses. Pretty cute. I think you could do this with a portal system pretty easily - each wall = is a portal, and can be marked as open or closed (just like portals that represent doors - they can dynamically change status). When the game = starts, these portals are marked as "closed" . As soon as a bit of the wall is removed, you mark the portal as open. That and a cellular automata system for modelling explosive damage and = fire, water, etc, and you'd have a crazy physics-based barrel of FPS fun. Or = maybe just Red Faction :-) TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Megan Fox > Sent: 06 November 2004 09:29 > To: gda...@li... > Subject: Re: [Algorithms] Breaking geometry >=20 >=20 > Silent Storm at least appears to use a fairly simple system of wall > chunks, with each chunk having a certain number of damage regions.=20 > The holes in the chunk are only used for shooting and visibility > calculations, leaving the physics side of things with just a box and a > health value. Once that health value reaches a certain point, the > chunk "pops", and a traversal of connectivity begins to see if that > piece was a significant contributor to the stability of anything else > (and they spread this traversal over multiple frames, making for some > very cool staged collapses, and it helps performence as well). >=20 > Essentially, it looked quite similar to how X-Com did it, Silent > Storm's addition being in how the damage for a wall chunk was > calculated (vs X-Com's "either it's there or it isn't" system), and > taking the locational damage of the chunk into account for vis and > shot calcs. >=20 >=20 > Definately a cool system, but I'm not sure it's practical for FPS's > and the like (where you have to contend with indoor visibility > schemes, likely BSP rather than chunk-based geometry, etc). Though I > guess a portal-based game with chunk-based geometry could be tweaked > to use it, assuming you got clever with how you defined your portals? > (you'd need some way of telling each wall what portal it became if it > was destroyed, I suppose, amongst other things). >=20 > -Megan Fox >=20 > > The game Silent Storm did an impressive job of all this.=20 > Definately worth a > > look - I believe it comes with an editor and suchlike so=20 > you can play with > > it to your heart's content. > >=20 > > TomF. >=20 >=20 > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=3D5588&alloc_id=3D12065&op=3Dclick > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 |