http://www.youtube.com/watch?v=3bKphYfUk-M
Havok/euphoria physics engine for Star Wars. The same is using to make GTA IV



For some reason, I have to believe that the Half Life Break is Less Memory/Performance consuming than the subdivision Thingy.MakerOfGames wrote:Yes that is spot on. I am pretty sure that is how it is achived. I can't hink of any other way they woulc have that happen. I think any other method would require greater GPU's/CPU's.
Just to maybe help clarify this a little more I'll explain a little more.
Basically in games like half-life 2 and other games with break-able objects when the object takes so much damage(lets say a piece of wood), it spawns two smaller objects and deletes itself and thus created the "broken" piece of wood. The broken piece of wood is thus two new objects that fool the viewer into thinking the original has actually broken apart. So one model spawns 2 models that when laying next to each other form the larger whole piece. This is the standard model swap that is used to reduce the number of polygons on screen.
Now all I think that they have developed is a more in depth system like the current one. When an object takes so much damage, it spawns(or subdivides) into smaller pieces. The object hit looks for where it was hit and then breaks up the area affected even more(as my illustration above shows). Then the damaged object looks at the forces being applied by the damaging object(ie, bullets, crowbars, vehicles etc.) and applies the predefined damage system to the small pieces it has created. When applying the forces it then can detach the section(or disconnect the object) and then reassembles the remaining undamaged pieces into a larger object again. The breaking down process would only occur if the initial impact is flagged as having enough force to do damage, that way no excess devision is carried out.
Does that make my theory more clear?
Yes, even though I was a tech noob when I played it for the first time, that's how I always imagined it worked.MakerOfGames wrote:Basically in games like half-life 2 and other games with break-able objects when the object takes so much damage(lets say a piece of wood), it spawns two smaller objects and deletes itself and thus created the "broken" piece of wood. The broken piece of wood is thus two new objects that fool the viewer into thinking the original has actually broken apart. So one model spawns 2 models that when laying next to each other form the larger whole piece. This is the standard model swap that is used to reduce the number of polygons on screen.
vrageprogrammer wrote: For some reason, I have to believe that the Half Life Break is Less Memory/Performance consuming than the subdivision Thingy.