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Interactive Environments

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charlieranger
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Interactive Environments

How cool would it be to be running a mission inside an office building, seeing a group of enemies, throwing a fireball and seeing the cubicles, computers, chairs catch on fire. If I fired a grenade, the explosion would affect the tables, pictures, and copy machine. I don't know how hard this would be to implement, or if the engine would allow it, but it would add to the spectacular effects of powers. Of course after some sort of destruction attack or movement on an object, it would have to disappear or every mission would end up a garbage heap, which could be fun in its own way.

Darth Fez
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I believe the primary problem

< Begin layman transmission. >

I believe the primary problem with such effects, which includes destructible environments, is that they suddenly add a lot of items that the computer has to produce and track. That can lead to a fairly significant performance hit for low(er) end CPUs since they'll have trouble keeping up with the calculations. For all intents and purposes I figure this can be equated to particle effects. If there is a slider or on/off toggle for it, then this is not a problem for people who have computers that tend to run into problems with this.

In fact, more complex character models (with lots of layers and options) will cause the same effect since most of the load for showing all that hits the CPU. If Unreal Engine 3's multicore support is good then this should be much less of an issue today (which is to say, in two years).

At least that is, in general, how I recall it being explained.

< End layman transmission. >

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Izzy
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Darth Fez wrote:
Darth Fez wrote:

That can lead to a fairly significant performance hit for low(er) end CPUs since they'll have trouble keeping up with the calculations.

Yep. :(

Workaround. We can Disable Physics, and just Matinee* (UnrealEditor tool for animating a sequence of actions) the Deformed pieces. And we can try it with 2 to 6 pieces only (depending on the object's size) and use around 4 hit boxes (4 on each side, how every many works, less is good for angles) and just detect the explosion direction the pieces should Matinee* in. If it goes through the Wall or other objects, so be it. :/

If you really want to keep the illusion of realism (After Matinee* plays out the Pre-Scripted debris flying), you could ReEnable Physics on the Deformed pieces that Hit the wall. But hopefully, most of the deformed pieces won't reach the wall, so your GPU won't DIE! ;)