TeaR Engine | A New Destruction Physics Engine

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TeaR Engine (0.2.0)

11 Likes

hey there, I tested your engine, I’d like to provide some feedback.

Take this as constructive criticism, I only intend to provide feedback with the goal of helping you improve what you’ve made so far.

  • Currently creates the same amount of debris pieces with every destruction (assumably also unions), they’re also a bit laggy.

  • Holes are way too complex and creation of them is slow, perhaps have a detail/quality setting for them?

  • There is no variety in size and shape of the holes created, they all have a star shape which also feels a little unrealistic.

  • The debris pieces that spawn when destroying something could be client-side and have a collision group not to collide with the player to improve performance.
    Perhaps also anchor them after a while of no interaction or despawn if there are too many.

3 Likes

They despawn after about 400 hundred being created.

I have thought about some of this stuff, and I am working on it!

Thank you!

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It is quite laggy, and I think you should cleanup the code a bit as it’s quite unorganized. As I think some sort of pooling system would be great if it will be using that many clones as it can lead to a memory leak.

1 Like

Yeah, I’m looking at AASubtractor for faster CSG and I’ll add a pooling system soon.

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I updated the CSG, it currently makes square holes, but it uses AASubtractor and is by far faster for making holes! I’m adding the splitting physics right now.

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image

Hmm… I don’t think this is supposed to happen.

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That’s fixed with AASubtractor, which is what I’m using for faster holes.

It’s not uploaded yet!

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Some of the lighting in the holes is not correct:


There is supposed to be a shadow there. Is this possibly a bug in Roblox’s CSG code?

It’s Roblox’s CSG. I switched to AASubtractor yesterday. A new update for this engine will be out in Friday

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I will release the new update soon

@C_Corpze

Yeah you gotta anchor them pieces after they fall or it’s lag city.

I FINALLY GOT FALLING PHYSICS TO WORK!

image

I’m working on the debris now

2 Likes

I still have one question.

Why should I consider this over :BreakJoints?

You’d still have to have it broken into parts to use the breakjoints function since there will be no joints to break without it being a flat piece of part.

I’m using that for fixing Velocity Destruction.
It’s so if the position changes at a certain speed or higher, it will use a for i,v in pairs() and v:BreakJoints().