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Modifiable Environment

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Winter:
I think he's asking if there's going to be destructible environments in some kind of sequel to UFO:AI.

Which, to my knowledge, is not in the plans at the moment. :P

Regards,
Winter

Azraiyl:
"I think he's asking if there's going to be destructible environments in some kind of sequel to UFO:AI."

That doesn't matter. Maybe it is really an awfull idea. But let a least talk about it.

"So even if a problem can be solved by new hardware that will appear ..."

As written more then once, lets talk about the "not engine related" problems of destructible environment. Because I'm not an artist I think only on a technical level. But there are tons of other problems.
   
It is really so unclear about what I like to talk? I'll try to explain it with a simple example.



1. I box as it may appear in every game. It has 6 faces (12 triangles). Most people do not ask the question? What is inside the box. But if the box is destructible the designer has to.
2. If you shot at the box an engine has several options to deform this box. As an example the engine splits the box.
3. Problem you may see here. The wood is infinitly thin. In fact you wouln't see 3 faces in this examples because the face normals point in the opposite direction.
4. Another approach is to use CSG. The missing faces are replaced with appropriate ones. But is this texture correct? No.
5. This is maybe the best one, but I had to draw it by myself. (But the texture is wrong at the intersection plane)

Wilko:
Has there been any update on destructible environments, I know this thread is a little old but there has been alot of development done since the OP.

BTAxis:
Nope. Destructible environment is not, and will not be a big part of the game.

TroubleMaker:
My 2 eurocents :-)

Well, drawing the blown objects in runtime is seems to be unsolvable prolem with Q2 engine.

But may be there is a "pseudo-destructible environment" solution? I mean: object which is broken by any means (shot, blown etc) must be replaced with ANOTHER object, another model.
Let me explain. Have you played UFO:AM, where spores-infected Earth almost freed of human species? On some bases there are lifting platforms to deliver aircrafts from underground hangars. And some times these platforms carries the planes on itselfs. I can hit a plane with any explosive weapon - from hand grenades to rocket- and plasma-grenade launchers. And plane will go thru 3 stages of being: normal state, broken plane, pile of debris. Latter may be annihilated at all, makes the platform "virgin clear"

So, why similar approach can't be used in UFO:AI? We not to re-render new model's state, we can have it pre-rendered!

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