#But it doesnt show
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So doing this if pretty complicated but you need to use a plane cutting algorithm or the V-HACD algorithm to achieve this effect
Is there a difference between them?
It's conceptually simpler and easier to implement compared to more advanced algorithms like V-HACD. It might not handle complex shapes or intersections as well as more advanced algorithms. It might also create non-manifold geometry edges shared by more than two triangles in some cases.
It handles complex shapes and intersections better, and the resulting pieces can better represent the original mesh's structure. V-HACD can be more complex to implement and might involve more computational overhead compared to a simple plane cutting approach.
Really it depends on your game style
wether if your going for realistic or not determines what algorithm you use
Also Mesh slicing can potentially create a large number of small mesh fragments, which can impact performance. Implementing mesh simplification or combining nearby fragments can help optimize performance
The glass should be limited to cuboids
And it can be used for the glass shard support system just like the guy did in the video
You also want to 100% want to use pooling for this also since its going to be dynamic during gameplay
I've been looking into a lot of websites now, but I keep on finding "how to cut mesh by plane" like this https://www.ronja-tutorials.com/post/021-plane-clipping/, which I am not quite sure if it can help me or not (I'd guess not), but nothing directly related to this.
what is pooling?
Also which one are you talking about here?
instead of destroying a game object, its really just being stored for later use, as destroying and instantiated objects take a lot of power when used at high amount
Either Or pooling you will need
Not quite sure what you said here, but still, what is pooling?
instead of destroying a game object, its really just being stored for later use, as destroying and instantiated objects take a lot of power when used at high amount
your good
The documentation isnt bad that you sent me, but isnt what you need though it can give you hints on how mesh cutting works
Yeah, I can't quite find anything related to this
Im trying to find documentation for you but it seems everyone only ever used this algorthim for realistic colliders
V-HACD
you are looking for V-HACD documentation?
Correct or did you want to use the other one
Doesn't really matter for me, as long as it works it works