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Author Topic: Destructible Terrain  (Read 22994 times)

Ain Soph Aur

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Re: Destructible Terrain
« Reply #30 on: February 06, 2010, 12:26:52 am »

Offline ObLoM

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Re: Destructible Terrain
« Reply #31 on: February 06, 2010, 03:14:23 pm »
Quote
Computing Dynamic Changes to BSP Trees
Y. Chrysanthou M. Slater
Department of Computer Science, QMW Uniaversity of London, Mile End Road, London El 4NS, UK. e-mail: yiorgos@dcs.qmw.ac.uk, mel@dcs.qmw.ac.uk
KEYWORDS
Binary Space Partition (BSP) trees • SVBSP • dynamic modification • 3D graphics
ABSTRACT
Abstract
This paper investigates a new method for dynamically changing Binary Space Partition (BSP) trees. A BSP tree representation of a 3D polygonal scene provides an ideal data structure for rapidly performing the hidden surface computations involved in changing the viewpoint. However, BSP trees have generally been thought to be unsuitable for applications where the geometry of objects in the scene changes dynamically. The purpose of this paper is to introduce a dynamic BSP tree algorithm which does allow for such changes, and which maintains the simplicity and integrity of the BSP tree representation. The algorithm is extended to include dynamic changes to shadows. We calibrate the algorithms by transforming a range of objects in a scene, and reporting on the observed timing results.

DIGITAL OBJECT IDENTIFIER (DOI)
10.1111/1467-8659.1130321 About DOI

Offline ObLoM

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Re: Destructible Terrain
« Reply #32 on: February 08, 2010, 03:39:51 pm »
Good news I think, from http://www.opengl.org - the Cafu source is available under GPL. Pretty powerful engine, and seems to allow real time material editing, possibly another solution to the problem of destructible objects? Here's a link - hope it's not broken: http://www.cafu.de/

They also have a world editor and other tools ready to use. Worth checking out imo.

Offline Kildor

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Re: Destructible Terrain
« Reply #33 on: February 10, 2010, 10:22:52 am »
Little note from mapper.

Don`t forget about RMA, what`s will happen when destroying starts near tile border?

And also, how should material of inter-faces space be defined? And what`s about nodraw faces in bottom of brushes, how can it be handle?

Offline Yatta

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Re: Destructible Terrain
« Reply #34 on: March 19, 2010, 05:37:53 pm »
Just curious : Has there been performance tests made of maps built with func_breakables ? (and does func_breakable still work in the current engine ?).

Since we dont need every single bit of a map to be destructible, but rather walls and things that blocks the movement, this might be worth a test.

True, the lighting is still a problem but - no offense meant - the maps beauty isnt exactly a key features of the game - well, the not-so cutting-edge graphics engine has its limits. So im not sure the visual loss of such feature would be important enough to occult the gameplay improvement. Plus, since that would let mappers in control of what is destroyable, they could find tricks and wisely place lights to make shadow errors discrete.

I dont know anything about the pathfinding system, tough.

Offline DiDiT

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Re: Destructible Terrain
« Reply #35 on: March 19, 2010, 08:47:44 pm »
just an idea, but how about just making things liked damaged or crumbling walls and such for now that can be used for destructible terrain? that is, if and when a better option comes around. 

Offline Legendman3

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Re: Destructible Terrain
« Reply #36 on: March 20, 2010, 11:59:17 pm »
Ummm dosent the original X-Com series have destructable stuff? I remember a game like X-Com having destructable walls and roofs it helps to have that in the game please try to make this done asap because it A) looks cool B) helpful and C) i know theres a third reason oh well oh and is UFO: AI made for the Q2 engine or is it a little, middle, or heavily modified version?

Offline DiDiT

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Re: Destructible Terrain
« Reply #37 on: March 21, 2010, 12:14:21 am »
is UFO: AI made for the Q2 engine or is it a little, middle, or heavily modified version?

Are far as I know, its HEAVILY modified.

Also, I don't think the engine, no matter how much you modifiy it, can handle completely destructible terrain with out lagging... yet...

Offline Duke

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Re: Destructible Terrain
« Reply #38 on: March 21, 2010, 01:02:09 am »
Guys,
this topic has already been discussed to death :(
Plz use the forum search.