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Simulating object damage using shaders

Started by shifty89 Mar 27, 2012 at 4:05 PM 2 replies 1.2k views
Original Post
shifty89
shifty89
Hi there,
For a project I am trying to examine the viability of using shaders to simulate bullet holes or impact damage in a primitive. My idea was to trace a ray to a surface and then from that surface decide an area that should not be drawn and cull those triangles within the computed area. Its is not a requirement that the sim has to be pin point accurate but only to show it is a possibility as an alternative to full dynamic object destruction. My take on this is that it could be used for say out of reach areas that the player could not examine with large amounts of scrutiny but when combined with say a nice smoke effect and a decal may provide a way of simulating damage without the costly process of say fracturing a surface.

I am also having trouble finding any literature on the subject of where something like this may have been done, or methods of culling that may help to generate the effect I am looking for. If anyone could help in pointing me in the right direction I would be very grateful.

Thanks.
InvalidPointer
InvalidPointer
Tossing my lot in with Corefanatic. It's not a super-super scalable approach from a visual standpoint-- you can only do one or two 'damage regions' before data logistics becomes difficult-- but on the other hand it's possible to get very high-quality results fairly cheaply
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.
shifty89
shifty89
Thanks for the feedback. As I said all im trying to do is show that It can be done. It doesn't have to be done to a precise standpoint, its just showing another method of damage representation that could be explored further.

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