OK, i've been brainstorming on how to do fractures. I've got the theory made up, but I want to know if this is possible in blitz (maybe even real-time??)
2D (if 2d can be done, so can 3d)
a triangle is placed in a scene with points A, B, C. 1 extra vertex (D) is placed within the boundaries of ABC, and is triangulated to the nearest vertices, breaking the triangle into 3 triangles. Another 1 or 2 verts are placed within the boundaries of the 3 triangles, and again, triangulated. Once the fracture is complete, each new
"chunk" created is seperated into its own "entity", and (maybe?) physics are applied. This would essentially create a fracture. The main problem I'm having with coding it, is:
-how to triangulate
-how to place a vert within the boundaries of the fractured entity
-how to make new entities
mainly these problems all deal with cross-checking vertices to eachother, with a heavy mesh, this would laaag, but, could this be done in real-time with something like a box or other low poly things?
If this works out, a simple random tree could be applied to show "chain splits" like in glass or breaking ice, etc.
if anyone wants to put up code, feel free to, but don't kill yourself going 3d, a simple 2d line example would make me go
....!!
\____/
2D (if 2d can be done, so can 3d)
a triangle is placed in a scene with points A, B, C. 1 extra vertex (D) is placed within the boundaries of ABC, and is triangulated to the nearest vertices, breaking the triangle into 3 triangles. Another 1 or 2 verts are placed within the boundaries of the 3 triangles, and again, triangulated. Once the fracture is complete, each new
"chunk" created is seperated into its own "entity", and (maybe?) physics are applied. This would essentially create a fracture. The main problem I'm having with coding it, is:
-how to triangulate
-how to place a vert within the boundaries of the fractured entity
-how to make new entities
mainly these problems all deal with cross-checking vertices to eachother, with a heavy mesh, this would laaag, but, could this be done in real-time with something like a box or other low poly things?
If this works out, a simple random tree could be applied to show "chain splits" like in glass or breaking ice, etc.
if anyone wants to put up code, feel free to, but don't kill yourself going 3d, a simple 2d line example would make me go
....!!
\____/