
doi: 10.2312/pt.20111142
Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are often limited to a single object basis. In this paper, we build on previous research results to develop a novel method for designing reusable destructible behaviour which can be applied in real-time to a variety of objects. To separate the destructible behaviour from particular objects, we introduce the concept of destructible materials: where the material of an object usually defines the way an object looks, a destructible material will determine how it breaks. Destructible materials provide a reusable definition and intuitive way of designing and tweaking destructible behaviour of objects in game development, which can then be applied in real-time.
Categories and Subject Descriptors: I.3.5 [Computer Graphics]: Computational Geometry and Object Modelling- Geometric algorithms, languages, and systems; Additional Key Words and Phrases: procedural destruction, games, fractures, cracks
V Ibero-American Symposium in Computer Graphics
J. van Gestel and R. Bidarra
Modeling and Simulation
147
152
Computational Geometry and Object Modelling, languages, procedural destruction, Geometric algorithms, I.3.5 [Computer Graphics], cracks, Categories and Subject Descriptors, fractures, and systems, Additional Key Words and Phrases, games
Computational Geometry and Object Modelling, languages, procedural destruction, Geometric algorithms, I.3.5 [Computer Graphics], cracks, Categories and Subject Descriptors, fractures, and systems, Additional Key Words and Phrases, games
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