In the next few days we will release 2.11 witch will introduce Large Scale breakable bodies, Building, bridges, cites, as big as you want. Both dynamic and static.
They are create on initialization by the engine. you can download the SDK and play the demo and check out the source of the demo so that you can see how it is set up. There are functions in the engine that can be used as part of a Level editor tool, and serialzi the data if you want. For the Large scale the same rules apply for construction.
The clinet application have absolute control of how the debries are created, how many, bu the engine provide all the support for that. waith until yuo see teh next SDK with teh large Scale destrution, it is almost completed.
Hi there. I am making a small game where I have to break up rocks etc. Your destruction features will work great for that. Except I need one more thing. What if I want the rocks to stay stuck to a wall or ceiling and only break away and apart when hit with sufficient force? Should I use a joint or something on the rock? Thanks again for this great engine.
Rademanc wrote:What if I want the rocks to stay stuck to a wall or ceiling and only break away and apart when hit with sufficient force? Should I use a joint or something on the rock? Thanks again for this great engine.
that is how compopund breakable works. Check out beta 2.11 you cam make a bolder rock a compound brakable an dhene you can breack apert any peice you want beased of any critiria you want.