General > Discussion
Modifiable Environment
BTAxis:
We already have small objects that can be broken like that. But that's not what destructible terrain is about. It's about blowing holes in walls.
TroubleMaker:
--- Quote from: BTAxis on July 29, 2008, 01:11:01 pm ---We already have small objects that can be broken like that. But that's not what destructible terrain is about. It's about blowing holes in walls.
--- End quote ---
I know. But we already have broken walls of different kinds (see-through, passable-through, only few debris remains) on maps with crashed UFOs. So, what prevents to make wall going thru different stages of destruction by simple replacing one wall with more damaged one?
Kildor:
precalculated shadows and pathfinding?
ghosta:
I had the same idea, but there are at least 2 problems I can think about (pathfinding isn`t one i guess)
#1 You need someone to draw these maps! Every wall/stone/door should have at least 2 states of itself. Reaching from non-destructed to plane earth. You would have to make every map twice + updating the old ones.
#2 If you dont want a whole wall being destroyed by shooting at an edge of it you would have to draw the wall with little pieces. This way you get around 5-10 additional faces. If you destroy one of the pieces the next state of destruction wont be a flat wall again, it is going to have corners/fractions/shards (more and more faces).
BTAxis:
Pathfinding is an issue now, but that might change with wilminator's patches.
Then there is the shadow issue, as Kildor pointed out. Even if you destroy the wall, its shadow won't disappear, which is bad. We'd need dynamic shadows to solve this problem, and that just isn't going to happen anytime soon.
Then there's your polycount. Adding destroyed versions of everything will dramatically increase the amount of faces on the map, which will slow down the game. We aren't willing to accept that.
And yes, the work involved to make all those wall segments and their destroyed versions increases the work required by a LOT. This is more of a practical barrier. We have enough work as it is without having to remake every map a few times.
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