This looks very cool but how would this go for fracture effects on walls or wooden barricades?
One of my games is in need to replacing it’s fracture system based on several small anchored parts and could really use a system like yours.
What I am trying to understand is how I can make your fracture system work in away based on caliber, multiple hits before breaking and for example instead of fracture having actual bullet holes based on small caliber guns.
on large walls, you’ll get big wedges. But if you wait till V3, the wedges from the fractured parts will break into smaller pieces as well, so you get more debris/rubble.
I haven’t tested fracturing on planks. I imagine it would like quite nice actaully.
You can achieve that by giving the object like a hit points value. And shooting it will take 1 away from that value. And if the value is 0 or below, you can run the fracture function.
And if you look at one of examples that uses the balls, you’ll see that they move the breaking point to where the ball hits. So if you want, you can do that to your gun as well.
Ah ok. Also I do expect more lag. I think what I was thinking was from you breaking the wall. Realistically there would be maybe a few more shards depending on it’s density. Thanks off answering.
You could try to make “more triangles” anchored once they stopped moving, it makes not struggle to run.
Or if it didnt work, you could make complicated / basic raycasting + applying animation to make it seem like it’s falls by hit position from ray caster, it uses tweening and doesnt require physics.