Thursday, September 25, 2008

Start playing games with my head Episode: 1

Read: "Start playing games with my head Episode: 0" first

I was thinking, I wonder how it would work out if the standard polygonal object system was replaced with a building block/ adhesive system.
Example:
Imagine a large block of cement, this block has been rendered using a building block/ adhesive system. You drop the block off of the back of a truck, it breaks into several smaller blocks with random shatter patterns. One of those smaller blocks is thrown against a wall and it breaks into even smaller pieces. You hit one of those blocks with a sledge hammer and it crumbles into dust and rubble.
The first break was created by a relatively low kinetic energy collision, then the energy of the collisions increased until the block became dust. This is because the groupings were held together with a stronger and stronger adhesive effect as the groups became smaller. This system could be used in several different applications, like with wood it would be programmed to fall apart in a splintering pattern rather than a crumbling pattern.
Like in real life the extent of the destruction would coincide with the amount of energy supplied to break the adhesive. This could also come in handy with the destruction of complete structures, in this system the destruction of important architectural supports on a structure would cause stress to the bonds of the structure in question and it would crumble to the ground.
Pliable bendable metals and plastics may be in issue, there would need to be some way to create a distinction between pliable and rigid adhesive bonds. Also I don’t know how it would effect texture mapping. It may not be possible to apply in a game situation in the near future because it may over tax the CPU.

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