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Tankhead - Sub Destruction

One of the issues we wanted to address on TANKHEAD was intractability with the environment. However at this point in to project it was quite later into production and we didnt want to commit to having totally destructible assets. So we settled on a more "entropic" destruction, where not everyone would collapse but the outer edges of buildings would fall apart, small assets would break up. This was achieved using a lookup table and swapping out meshes for particle systems. We found this to be the least invasive way of committing to some sort of destruction whilst not having to replace a lot of assets.

We would fracture the assets and store those fractures positions into niagara. essentially creating a 1-1 asset made up of particles. Then any physics attributes wold be handled by the niagara system.

I used the fracture feature of unreal to pass in the individual pieces to a niagara system. We used this over chaos due to performance bottlenecks we were hitting with it.

"This video showcases my approach to implementing destruction within the game. The focus was on creating a sense of entropy rather than full-scale destruction, ensuring the design layouts remained intact while satisfying artistic expectations for impacts