#But it doesnt show

1 messages · Page 1 of 1 (latest)

undone hound
#

So doing this if pretty complicated but you need to use a plane cutting algorithm or the V-HACD algorithm to achieve this effect

astral seal
undone hound
#

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

astral seal
#

The glass should be limited to cuboids

undone hound
#

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

astral seal
astral seal
undone hound
#

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

astral seal
undone hound
#

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

astral seal
#

oh nvm, I could've just googled what it is

#

my bad

undone hound
#

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

astral seal
#

Yeah, I can't quite find anything related to this

undone hound
#

Im trying to find documentation for you but it seems everyone only ever used this algorthim for realistic colliders

#

V-HACD

astral seal
#

you are looking for V-HACD documentation?

undone hound
#

Correct or did you want to use the other one

astral seal
#

Doesn't really matter for me, as long as it works it works

undone hound
#

I found this

#

now im not to sure if this can be applied to what your doing

astral seal
#

this doesnt seem to be anything like i need i think

#

i feel like i need the reverse effect of cutting a mesh out of a mesh

#

actually if i could cut MeshA out of a MeshB and thus get MeshC, then I could forget MeshA and just keep MeshC as the "new" shatter map