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Destructable maps idea!

by gussak on 11/22/2008 22:03, 34 messages, last message: 07/07/2009 16:34, 22829 views, last view: 12/09/2021 01:13, closed on 10/04/2010 13:33

Hi!

The 1st thing I thought cube engine could be able to do, was to make it easier to implement destructable maps.

I mean, each shot or explosion or hack&slash, could destroy a certain ammount of the map (wall, floor etc).

That shot would leave a hole in a wall for example, and the same volume of the hole would be spawned in small debris cubes that would become dynamic and fall to the ground with physics.
And when it stops, then those debris would be reintegrated to the map structure re-becoming static again.

The problem is, I have no idea where to start coding it, but I am sure the most important thing the cube engine already have, cubes!!!

So I put this ideia to anyone willing to implement it. Unfortunately I am not being able to have time to implement it :/

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#33: red faction: worth looking at

by freckletoe on 06/24/2009 02:15, refers to #32

so there was this old game (2001 is old now? idk) called red faction (1 & 2) not the newest one, but anyway they're physics engine (geomod 1.0) does pretty much just what you're talking about. Maybe worth checking out for ideas.

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#34: destructable wall

by Marwo on 07/07/2009 15:14

hmm, since sauerbraten already have the edit in-game function and you can push the face of a cube and shape it, maybe its possible to for example:
The mapper can make a wall/cubes that is marked as "destructable" and when.. lets say a rocket/exblowtion hit the wall the wall will recive the damage acount on eatch cube and apply the amount of "face of cube pushed in" (depending on how mutch damage the cube recived). Kind of like freckletoe sayd about red faction, it has that kind of similar system.
and about the pre rendered light, maybe make the destructable wall fullbright or somehow make the wall show a brightness that is the same as the average brightness of the surounding?
Or maybe it is possible to have the wall rendered with, lets say 20 different ways and the wall can be smashed down with 20 rockets. an example: 1st wall model is a healthy wall with no damage and with its own prerendered light, second wall is a slightly damaged wall with its own prerendered light... and so on.
Im not a programer, but im just throwing in whats on my mind. :)

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#35: Re: destructable wall

by tentus_ on 07/07/2009 16:34, refers to #34

I've been doing some playing around with extremely quick-and-dirty lightmapping. Not being a real programmer per se, I haven't produced anything worth showing, but I did find that you could make much less ugly lighting by simply grabbing the first adjacent pixel of intact lightmap (I suspect that the best method would be a rough average of several adjacent lightmaps, but again, not a real programmer).

I'm currently playing around trying to use this so that editing a map you've already mostly produced isn't so hard on the eyes (that first adjustment just kills me), but perhaps you could extend the idea to make very basic destructible terrain. I like the idea of having to mark geometry as destructible (by an air-like material seems like the most logical method.)

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