This is one of the craziest things I’ve seen in gaming for a while.
Unfortunately, its not available for the public, its only for cryengine, and I don’t believe its that easy to implement.
So two questions, aside from the physics part, how did they do this? So they made their physics script, do they just have a model with tons of different parts? So that when it has a major impact it un-parents it from the object and it flies around? Or is it just some amazing math trick, where it works with any object, and it just does some code where it bends the model?
Secondly, what is the best, and easiest to import, and if possible free, physics code out there for Unity? Like this sort of.
I didn’t know you could import physics code into Unity.
The way they promote it (particularly that ‘no rigging’ mumbo-jumbo), I’m seeing a dynamically-rigged object with physics’d bones. It sounds like you-the-developer declare the joints and their engine attaches the rigging.
Definitely possible with Unity, definitely not trivial to implement.