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Description
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performance during splitting - if we animate some explosion cloud, perhaps we could do the fragmentation asynchronously and hence reduce lag / stutter?
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can we get up to something like 1k fragments on screen at once?
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deloading fragments after some max number is hit?
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particle effects when queuefreeing small nodes & implement queuefreeing of nodes whose depth is less than the requested explosionDepth
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materials? how to deal with interior / exterior faces
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support for any general mesh using the algorithm by Matthew Clothier and Mike Bailey
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streamline into a plugin somehow? like just add a .blend file, set fragmentation characteristics and everything else is done for you would be nice...
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maybe larger objects should be more difficult to fragment - you could minus 1,2,3 etc from the explosionTreeDepth for objects larger than some given size ranges