Re: destruction model - would the amount of visible damage have to be created
with multiple pre-made meshes or could it be generated dynamically/procedurally.
Using a fender as an example: pre-made might have 5 levels of damage, each
represented by individual meshes. Dynamic might use shape keys or maybe
strategically constructed polygons that could be altered dynamically. <-- This
is *not* based on any existing theories, I'm just using it to illustrate the
concept.
Rob/Ulf
On Mar 16, 2014, at 12:46 PM, Christian Van Brussel
<[email protected]> wrote:
> On Fri, Mar 14, 2014 at 9:24 AM, Shivoam Malhotra
> <[email protected]> wrote:
>> What exactly is meant by 'Destruction model of the car?
>> Also, turbo engine refers to a nitrous type effect right?
>
> Hi Shivoam,
>
> the idea list for the car racing project is based on the typical
> functionalities that are found in such games.
>
> For the destruction model, typically a car racing game would have the
> different parts of the car that can be detroyed separately. For example a
> tire would end functioning or the car body would be deformed when they hit
> severly some other objects, or some window would broke and so on.
>
> This would a priori need the ability to define several different models for
> each part of the vehicle, along the definition of the conditions when they
> get activated (eg when their individual life point count reaches some
> threshold).
>
> For the turbo engine, this is a basic functionality that is also often found
> in car racing games, this is simply a temporary boost in the forward speed,
> plus a basic simulation of the consumption and time regeneration of the fuel
> needed for the boost.
>
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