Update 0.5.2 better destruction, soft body physics, and bugfixes galore
Hey All,
I'm excited to bring you another update for the destruction project! I have taken the time to hear your feedback and have tried to address as many of the issues as possible. I have a couple of you that have provided significant feedback and I appreciate it more than you know.
My audio failed to record during this video, I want to make sure I get it all posted before Monday so we are going with text and music today, apologies. Go blow some stuff up and let me know what to do better!
Join the discord and actively participate in the development of this project!
https://discord.gg/DA95zTh
My Twitter: https://twitter.com/SoftwareHarms
My Reddit: https://www.reddit.com/user/harmsways...
- Fog reduced drastically - Thanks to some changes with destruction efficiency, we can now see further.
- Debris clean up system modified heavily - Objects under a certain weight will now be removed once on the ground and inactive, objects far from the player will be kinematic, and will destroy if of a moderate weight.
- Fractures have been reworked - Fractures will now break in slower succession. Instead of the building being fractured upon impact, a focus on chunks breaking off has been implemented. This will result in improved performance.
- Farm fence fixed - Farm fences will no longer kill momentum of vehicles and will now shatter easier.
- Debris Cleanup button added - This button can be used in the case of lower end systems bogging down (i.e. the dev's laptop). It will remove many smaller chunks of debris.
- Airport fence colliders have been modified for stability.
- Car spawn locations fixed.
- Scud launcher semi-fixed - Rocket explosions are now much more explosive and consistent. I started spawning high speed colliding particles to allow for proper impact simulations. So far it has had a minor impact on performance and will need further improvement.
- ALMOST ALL VEHICLES NOW HAVE SOFT BODY COLLISIONS - This nearly drove me crazy to make it happen, but all regular vehicles can now be crunched and squished to your heart's content. I haven't quite figured out wheels or limitation of the deformation yet so please expect this to be buggy. (it's so fun though)
- Cars will now retain momentum and damage when entering and exiting.
- Helicopter blades no longer reproduce upon exit, helicopter blades now also stay attached to helicopter where they belong.
- All special vehicles except for the forklift have been converted to my general car system - You can expect increased stability at the cost of realism. I am currently faking tracked vehicles with wheels as I work on a proper tracked vehicle controller. I have also added exhaust effects to most vehicles.
- Vehicle reset should now work on all vehicles except the forklift.
- Gun Car camera fixed.
- TAB will now enable/disable mouse and bring you to an overview camera. For whatever reason, getting this to work was a huge pain in the arse. For any other unity devs, if you are having mouse visibility control issues, try using fixedupdate instead of update.
- TAB camera is now a free cam with physics paused. movement with WASDQE, look by holding right mouse down and moving cursor. It's a little dirty and a more immersive solution will be added later.
Files
Get The Destruction Project
The Destruction Project
A work in progress, tech demo sort of thing. randomly generated, fully destroyable cities
Status | Prototype |
Author | HarmsWaySoftware |
Genre | Simulation |
Tags | City Builder, Destruction, Physics |
More posts
- Some temporary setbacks..Nov 26, 2020
- Update 0.5.3 - Waves, Boats, And Tons Of New Cars!Nov 19, 2020
- 0.5.1 First Post Release UpdateOct 25, 2020
- Prototype is public as of now! Your feedback is hugely valuableOct 21, 2020
- The Destruction Project- 0.4.6 Major Prototype UpdateOct 17, 2020
- Project moved to itch.io and updates!Oct 16, 2020
Leave a comment
Log in with itch.io to leave a comment.