YouTube user DigitalDemolition is at it again with the Unreal Development Kit, and PhysX destructibles. This time he has made another impressive building structure and envinronment that is made with PhysX destructibles and can be completely destroyed. We recently posted about his work making the Physx Building test & PhysX Street Block Test with the Unreal Development Kit and PhysX destructibles. This new building is looking a lot better and the physics/destruction looks more realistic. Check it out below and be sure to keep checking his YouTube Channel for more of his work.
Be sure to check out the previous posts we have covered on the UDK FractureMeshes and PhysX Destructibles:
Some awesome new Havok Physics destruction and cloth demos have been shown off at GDC 2010. The first video is showing Havok Destruction in action where pretty much everything can be destroyed. Stone and wood can be fractured, and metal such as a barrel can be deformed as if it were real and entire buildings and structures can be destroyed. The video shows how with Havok Physics Destruction you can create truly “Dynamic Game Environments”. The destructible bridge demo we recently posted about in the “Awesome Video Game Physics Destruction Videos You Need to Watch” is also showed at a different angle in this demo video to show off “Large Scale Destruction”. The video finishes up with “High Fidelity Building Destruction” showing how you can make buildings that can be completely destroyed or have certain sections blown away.
This is definitely awesome stuff, anyone that has been playing Battlefield: Field Bad Company 2, knows how destructible environments really change the way we play games and add an all new wow factor, imagine in the future when physics based destruction is used more and more in games.
YouTube user DigitalDemolition has been doing a lot with the Unreal Development kit and PhysX destuctibles lately, he recently made an impressive video showing off PhysX Rigid Body Destruction made with the Unreal Develop Kit. He has now made an entire building and what is the start of a city block using the UDK and PhysX destructibles. Check out the videos below and be sure to follow his YouTube channel here as he plans to do more with the UDK and PhysX destructibles.
Be sure to check out the previous posts we have covered on the UDK FractureMeshes and PhysX Destructibles:
PhysX Street Block Test:
the beginning of a small sized city block with each item that you see utilizing physics in one way or another. This was created by combining the effect’s of rigid body’s,physx walls,Joints, and Kactors. It is extremely slow in area’s due to a crappy video card…… intel x4500HD and due to me not optimizing most of the sections yet.
YouTube user DigitalDemolition has made and uploaded an impressive video showing off PhysX Rigid Body Destruction made with the Unreal Develop Kit. We have been seeing many video’s like this made with the Unreal Development Kit fracture meshes and PhysX destructibles however this time it uses a vehicle that when hits the wall with a certain amount of force causes the PhysX based destruction. YouTube user Wallomedia10 has also made a really nice in-depth tutorial video showing how you can do this yourself with the Unreal Development kit. We embedded both videos below along with the PhysX Destructible Reference from the Unreal Developer Network in case you are not familiar with what exactly PhysX destructibles in the UDK are.
Be sure to check out the previous posts we have covered on the UDK FractureMeshes and PhysX Destructibles:
When to use a PhysXDestructible instead of a FracturedStaticMesh
The FracturedStaticMeshActor is an efficient way to generate small levels of destruction within a UE3 level. However, if you wish to scale up the amount destruction, the FracturedStaticMeshActor will soon reach some limitations. For one thing, every piece (or conglomorate) that gets ejected is represented by an AActor. If hundreds of pieces are ejected, the AActor overhead can be quite large.
The PhysXDestructibleActor is designed to operate within the regime of hundreds, or even thousands, of rigid body pieces. It handles this in two ways. First, it represents its pieces as bones in SkeletalMeshes. This greatly reduces the AActor overhead. Secondly, it fractures hierarchically. So large pieces that are unfractured remain represented as one rigid body, and one SkeletalMesh bone.
In addition, PhysXDestructibles have some extra features that enhance the effect of destruction. You may assign a “crumble particle system,” which is intended to be a PhysXParticleSystem (see PhysXParticleSystemReference). This will represent the finest level of fracturing. That is, when the smallest pieces are destroyed, their volume will be replaced by a set of PhysX fluid particles. If you use a mesh data type, this can give a convincing crumbling effect. You may also assign a crumble sound, as well as a more traditional particle effect (for smoke or dust, e.g.).
PhysXDestructibleActors can be static or dynamic. If they are static, there are two ways to assign some parts of the Actor to be “support.” When a contiguous path (via chunk pieces) is lost between a chunk and a support chunk, then the chunk will come loose. This feature is available through the FracturedStaticMeshActor, but the PhysXDestructibleActor has an additional feature that allows them to create a support structure between touching actors. That is, islands of touching PhysXDestructibleActors will form one support structure. You may use this, for example, to create a tall column out of several PhysXDestructibleActors. If you shoot through the middle of the column, the actors on top will automatically come loose.
Finally, the PhysXDestructibleActor supports impact damage. By supplying an impact-to-damage scale, fracturing will occur when the PhysXDestructibleActor is hit (or hits) hard enough.
Phys-x Rigid Body Destruction:
Physx Destructible – How to enable Rigid Body Collision Destruction: