I saw a video of game or engine that has 3D voxels being destroyed into smaller voxels. This got me excited, and interested. Here’s a link to the video:
I was wondering if anyone can point me in a direction on how to recreate something like this? Or explain how this works.
It’s just a matter of dynamic mesh creation. Not really a game design question, though it does raise interesting game design questions, like “how does this add to the fun?” and “what happens to all that debris lying around?”
Using environmental destruction to solve traversal based challenges can be immensely satisfying and is an underused mechanic because of the great technical challenges that it creates for the developers.
Of course it is harder on the PC if you let the debris accumulate, but it’s more interesting. I like when you see destruction in games and the debris sits awhile, then it flashes intermittently until it disappears. Just a cool graphical design, IG.