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OverpaidUnderdog

ARMA 3 Building Destruction

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BF3 building destruction isn't realistic. M203s and RPGs aren't going to knock down whole sections of wall.

What we really need is progressive penetration of walls by bullets. Dynamic structure destruction comes later if realism and gameplay is your goal.

and then figure amounts of related CPU calculations to do it PROPERLY[accurately/realistically]. ie, resolution/frequency, necessarily for that.

just like "decent physics in general", it can eat LOT more horsepower than nowdays GFX and AI and Sound does TOGETHER !!

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and then figure amounts of related CPU calculations to do it PROPERLY[accurately/realistically]. ie, resolution/frequency, necessarily for that.

just like "decent physics in general", it can eat LOT more horsepower than nowdays GFX and AI and Sound does TOGETHER !!

Not so sure about that. I think you could do it with simple algebra and a persistent decal system.

When a shot lands on an object, we already get a small damage decal. The engine would simply have to track those decals. If the the first shot doesn't penetrate, a second shot that lands in close proximity to the first gets a penetration bonus, and so on until an area of the wall is essentially made of tinfoil.

This couldn't cause the wall to visibly come apart, but with increased impact FX and decals on both sides of the object, it could be a serviceable system. If tracking all those decals got too system-intensive, you could compromise and let older walls repair, or make the damage decals local to the player.

It would mostly just be used by individual machinegunners chewing through walls, after all.

Once you've gone that far, shaped charge and spall implementation for masonry wouldn't be too hard.

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who can made it?  arma 3 building destruction mod

 

lets  ask bohemia  

 

as DLC or something like this

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I think the buildings are to solid, in real life depending on the type of building and what its made out of, a regular house is going to take

on more damage then say an industrial building, although some houses are built with brick siding so i think that should be taken into consideration.

 

Building destruction overall must take into account material, and the object at which is causing damage so if in the game we had something

to define a class by type, say like we do with cars and tanks, a car will most likely be destroyed by a machine gun then a tank, same concept.

 

  Buildings vary based on the map, but alot of the maps do share almost the same buildings, so desert maps have like takistan type buildings, clay and mud based

then you have chernarus type maps with more wooden based materials.

Altis, malden, stratis type maps look like they would be more concrete, wood, brick, and like a stucko type material which is used alot in the southern states of USA.

   I think it can be done, i think the destruction material should reflect the building type/material, then consider too what is causing the damage,

so a bullet (what caliber), rocket, mortar round, c4, bomb dropped from plane, ect,.

 

Then where were was the building struck at, the inside, outside, front, back, side, roof?

All these things must be calculated in if you plan to have an immersive destruction of buildings, what the game has for certain maps is fairly decent already,

but again imo i think it takes a bit to much to a degree to damage a building.

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