Summary: The video discusses different techniques games use to represent destruction, focusing on pre-baked animations, physics simulations, and procedural techniques. It highlights how games blend these approaches for realistic and performant destruction.
Destruction Techniques in Games #
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Pre-baked Animations:
- Destruction is pre-animated sequences.
- Examples: Buildings collapsing in Battlefield, specific objects shattering.
- Pros: Controllable, cinematic, good performance for complex events.
- Cons: Limited interactivity (can't destroy in different ways), repetitive.
- Often used for large-scale, impactful destruction moments.
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Physics-Based Destruction:
- Objects broken into smaller pieces (meshes) with rigid body physics.
- Examples: Walls crumbling, vehicles deforming.
- Pros: Dynamic, interactive, unique destruction every time.
- Cons: Computationally expensive, requires careful optimization.
- Often involves "chunking" or "voronoi fracturing" objects into pre-defined pieces.
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Procedural Destruction (Run-time Generation):
- Damage and destruction are generated on the fly based on impact.
- Examples: Bullet holes, surface deformation, progressive wear.
- Pros: Highly dynamic, realistic damage accumulation.
- Cons: Even more computationally intensive than pre-baked physics for complex objects.
- Combines well with other techniques for localized damage.
Blending Techniques #
- Most games use a combination of these approaches.
- Large structures: Pre-baked animations for collapsing, transitioning to physics for debris.
- Smaller objects: Fully physics-driven.
- Surfaces: Procedural damage overlaid on pre-defined destruction areas.
Performance Considerations #
- Limited "pieces": Game engines often limit the number of individual pieces generated by destruction.
- Decals: Used for bullet holes and surface scarring without creating new geometry.
- LODs (Level of Detail): Simpler models and physics at a distance.
- Culling: Destroyed pieces disappear after a certain time or distance.
- Optimization: Aggressive culling, simplification of physics, and visual trickery are crucial.
Examples in Games #
- Battlefield series: Masters of large-scale, pre-baked destruction.
- Red Faction: Guerilla: Pioneered voxel-based, highly dynamic destruction (though not covered in depth, it's a significant example of procedural destruction limits).
- Control: Excellent example of physics-based destruction and environmental interaction.
- Minecraft: Voxel-based destruction, a unique form of proceduralism.
- Teardown: Purely voxel-based, fully destructible environments, prioritizing destruction as gameplay.
Future of Destruction #
- Continued blending of techniques for realism and performance.
- More sophisticated procedural generation tools.
- Greater ambition for fully interactive and destructible environments.
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