ArmA 2 - Building Destruction

ArmA 2 general discussion

Moderators: Lone Wolf, Snake Man

Post Reply
Snake Man
Commander-In-Chief
Posts: 9338
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC
Contact:

ArmA 2 - Building Destruction

Post by Snake Man » 2007-11-20 12:57:20

There is a new blog entry at BIS ArmA 2 blog about building destruction.

Image
When we demonstrated Game 2, dynamic buildings destruction was one of the features we were talking about, and one which was liked a lot by those who have seen it.

What we had:
Playable prototype of several buildings which were dynamically desctructible. The destruction was very impressive, using physical simulation, and leaving plenty of permanent and dynamic debris.

What we did not have:
AI reacting to changed environment
Solution for multiplayer
Technology optimized enough so that it could be used extensively in the larg environments
A building creation pipeline which would allow use to create such destructible buildings efficiently

Back then, we hoped we will be able to solve those problems in some or other way. Unfortunately the reality was different. In spite of the fact we invested a lot of time and workload into those problems, especially the last one has proven to be too difficult, and it was clear the idea in its original form needed reworking.

We did some redesign, learning from the problems we had, and after that the building destruction system for ArmA 2 should look like this:
Based on ArmA destruction
Buildings having multiple parts collapsible independently
Physical simulation used for falling debris / wall parts
No permanent debris left

We think a solution like this will bring most of the benefits of the dynamic building destruction to the game, but will be a lot easier to implement (and prepare data for), will require a lot less CPU power for simulation and will be friendly to both AI and multiplayer.

I understand some people will be disappointed, as this is not what we were originally talking about, and it is not what we strived to implement, but I hope most will understand the decision was not easy for us and we decided this way because we have seen it as the best for the game we are developing for you.
Image

Check the blog here
PMC Tactical Forum New User Registration please read new info here.

PMC since 1984

Editing knowledge, visit PMC Editing Wiki
The leading, most detailed and comprehensive modification made for the Vietnam War - Vietnam: The Experience homepage
View our videos in PMC Youtube channel

PMC Tactical forum Advanced Search is power.

"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."

Post Reply

Who is online

Users browsing this forum: No registered users and 15 guests