Johnny Guitar wrote:you should explain how boolean based destruction is HORRIBLY taxing for the system
Like Johnny before me;
Just a warning for everyone getting all happy about this functionality.
Indeed it's possible. It's a lot of fun to play with this too.
Having these tutorials made must have been a tremendous amount of work.
But! This isn't a viable alternative to the current methods of breaking stuff.
1st of all, this method is unstable. The higher the amount of assets and interaction in your
level, the sooner you are going to experience weird stuff happening with this.
2Nd, It is horribly taxing on your system except for the most basic of usage.
No, that's not 1 wall and 1 tree but meaning a proper designed level with everything in it :-)
Keeping your cutshape large and thus limit the number of possible bools does help
but only up to a point where you start wondering why you didn't prefragment cause
it would have looked so much better that way.
Also talking from experience here. I've tested this method every way I could imagine and after hours of trial and error just had to discard it for stability and performance reasons.
Pity! No need to believe me, just consider yourself warned ;-)
Imho what CE3 SDK needs is a proper in-editor fracture tool like the one in UDK (*sigh.. I know*)
It limits you to 150 or so chunks but that's more then enough for your average destructible.
It's also very easy to setup assets that you've already imported as destructibles this way.
Maybe someone from Crytek will take notice