Skip to content

some things to think about #1

@ScatteredComet

Description

@ScatteredComet
  • performance during splitting - if we animate some explosion cloud, perhaps we could do the fragmentation asynchronously and hence reduce lag / stutter?

  • can we get up to something like 1k fragments on screen at once?

  • deloading fragments after some max number is hit?

  • particle effects when queuefreeing small nodes & implement queuefreeing of nodes whose depth is less than the requested explosionDepth

  • materials? how to deal with interior / exterior faces

  • support for any general mesh using the algorithm by Matthew Clothier and Mike Bailey

  • streamline into a plugin somehow? like just add a .blend file, set fragmentation characteristics and everything else is done for you would be nice...

  • 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

Sub-issues

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions