Original Post
Hi I have spend a lot of time on thinking about how one could implement destructable walls in a FPS engine Lets assume the engine is used for a WW2 game and used brushed based geometry in conjunction with outdoorterrain no csg,pvs... is performed so what i came up with is a set of brushes who s faces are axis aligned and has properties either generated by the editor or implicitly chosen by the mapper so my basic idea was to specify a texture for the debris faces of the wall now everytime you shoot at the wall with a big canon or with explosives of any sort you trace a line to the wall and store the impact point + the depth of the impact now to generate a mesh to be rendered you create a small grid and within a certain radius from the impactpoint everything is broken out of the wall so for example a brick wall you check for each cell of this grid and in the end you create a min max boundary for the hidden faces and within these faces you use some kind of random generator to create a natural looking blown up wall out of bricks bricks with axis aligned faces are the easiest example so i chose this for concreate the calculations would be more complexe but if you give every destructable wall a time value til when you have to wait to destruct it further more so you don t have to worry about to much cpu last at a time any thoughts?