Julio Jerez wrote:Road map is a dev tool used by manager to associate budgets to development
2-polish the fracture effect.
What are your plans for this?
AFAIK this was the plan:
Preprocessing step:
Have a mesh (manifold? convex?), provide a set of points. Newton than cuts the mesh into voronoi cells.
Runtime:
Calculate damage, probably evolving through a graph of joints, and break stuff. (Some multi level hierarchy with some fixed limits?)
As you talk about massive stuff on GPU, what numbers do you have in mind?
My far fetched goals on world creation would be procedural but high quality terrain, nature, and architecture. And then, maybe, simulate an earthquake and destruct a whole city. So i'm asking with offline content generation in mind.
I worked a lot on damage propagation myself recently, within the MPM fluid and also with another simulator more like SPH to increase detail. At some quantity it becomes a fluid simulation problem, but that's not what we expect from game runtimes, so just asking.