#Runtime Landscape Visibility & Collision Masking
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oooooo very good
https://gyazo.com/dd44475bd0f76b275eb9dfb0796f5016 some refinement
increased performance, can update each frame with low cost (overkill for most use cases but no hitches is good)
how did you do this? I've been using voxel plugin but it feels a bit limiting
How so? I was interested in voxel, but I am hesitant to purchase.
It's more of how I feel about it rather then how it actually is porbably
voxels are probably overkill if you just need to be able to put a hole in the landscape for occasional gameplay mechanics
like a bomb crater type thing ect
but if landscape modification is core to your design then yea voxels are a good option
with this you can cull an arbitrary shaped hole (using a static mesh as a shape reference) which will let objects pass through, however you yourself have to implement what will be on the underground exposed area
Sounds like a good idea compared to voxel. But my main draw to voxel is a tangibly procedurally generated planet, adding caves and other landscape related things is just a bonus feature.
Yeah that's kinda all I need
My game is a war game with trench digging
Although it looks cooler with voxel destruction with artillery so I might just keep it
Theoretically it would be possible for this guys plugin to work, but with a lot of trickery compared to voxel.
yea bomb craters would be probably one of the simpler use cases potentially, still got alot more hours ahead to refine this
I guess it depends on which method you use. I was thinking a real time bomb crater that is formed from a players actions
since i generate a spline on the perimeter of the hole mesh that can be used for example with PCG to generate the crater interior
with some simple depth value selected from spline length + modifier for explosion intensity ect
Could you please explain in detail how you implemented it?
It's hard to find related information.
its done with rvt + dynamic mesh
rvt used to mask landscape
dynamic mesh to make an overlap area over the hole to change components collision to ignore landscape
its setup to change the collision when most of the object is overlapping
i also have a spline that roughly follows the 2d shape of the rvt inputting mesh and use that to check how inside the hole stuff is aswell