
Your client then breaks apart the mesh and creates little pieces of debris which you can actually see (either pre-animated, physics-driven, or a combination of both), and that part is client-side only. The collision mesh is hidden though so you don’t see anything–you just notice that bullets can travel through the wall now.
#Thanks for uploading particle playground code#
So basically you shoot a wall in a certain area and there is code that tells the server “collision mesh X has been destroyed”, and that gets replicated. I remember seeing a video for BF players warning people to not assume that certain types of cover are actually there (according to the server). Any debris chunks that are driven by physics are not replicated to other clients. I’m pretty sure that any destruction involving changing collision is pre-animated. Thing is that hole can be anywhere on that wall. Enemies should also be able to shoot you through that hole or it wouldn’t be very fair. Like if you shoot a concrete wall to make a hole into it to then shoot enemies through it.

But still some others look like they would nee per-client sync in order not to kill the gameplay. I know many of their destructibles must be pre-defined. So if you think you could and would like to help with that I would be very happy Same goes with particle systems etc… i’m still using pre-made assets partly modified for performance. I’m so not a modeler, animator or even texture guy. Won’t be used in paid projects and will be duely credited in any resource I post including them (video, screenshot, …). PS: any test assets will be greatly appreciated. Will keep posting progress videos as more interesting things come to life. Please point out some features or options (this or that checkbox) if you think of any that could help :).
#Thanks for uploading particle playground free#
Now concerning the additional features to make this look more realistic please fell free to post all your suggestions ! I’m really open to them because I’m not an artist and thus I don’t know the best ways to accomplish good looing things. Meaning every flammable (virtual cells included) should be both flammable AND fire damage dealers. But I’m getting issues where sometimes fire “cells” do not damage themselves for example, thus making it impossible for them to propagate further as propagation would come from receiving damage (aka burning).

To make sure it remains as dynamic as possible I’m using the built in collision and damage systems. I kind of got that sorted but it doesn’t work properly yet. In that I mean if a player comes holding a flammable prop in his hand close enough to a burning prop that one in his hand should catch fire. Destructibles would work kinda differently but should still be as dynamic. Static, physics, skeletal AND destructibles intended in addition to landscapes. Like flammable floor should burn but any prop in contact should take fire eventually and propagate to itself and even to other props. I’m still trying to get a fully functional and dynamic system first.

I play Far Cry 4 regularly and keep watching how it goes there. I’m showing this in the following video even if it might not seem very easy to see. Same applies if a chunk falls next to (or is close enough to) another flammable destructible. If a chunk falls to the ground and is close enough to its parent it will damage its parent at that location, until it fractures a piece of it that will then take fire.

Radial and very localized damage but big enough to light up the neighbouring chunks. So saying it is tweaked correctly to fracture little by little if I cut out one small piece and it remains close to others long enough amage will be applied onto that piece. Why does that work fine ? Because the chunks are only the pieces that are resulting from a fracture. Now I switched to a different version which is: I spawn an actor responsible for dealing damage tothe destructible over time and it simply keeps damagin all the chunks. That’s what I used in my previous videos with fire. Actually what I was doing first was to simply create a RadialForce and enlarge it as time goes. I’ll just note that I’m not sure it is still relevant with PhysX and APEX. I really appreciate I hadn’t seen that yet. Article on fire propagation in Far Cry 2.
