I'd like to investigate ways of implementing fully destructible 3D
worlds. My initial idea for this is an aerial bombardment of a city,
where it is reduced to mere rumble. This will be done by either a random
or user-controlled method, so the outcome will never be quite the same.
(Hence proving it isn't simply scripted.)
Primary Features
City consisting of terrain and simplistic buildings
Terrain craters on explosive impact
Buildings receive 'damage', and have a few premade states of
destruction
Projectiles falling from above city, explosions
Particle physics (for projectiles and debris effects)
Collision detection (box based)
Possible Expansions
Camera shakes during explosions, more severely when explosion is close
Scene is textured and char marks are drawn on affected ground
More complicated buildings (rooms actually mapped out)
Building damage is mapped more realisticaly (i.e. an explosion will do
localised damage and remove a chunk of the building)
Real-time shadows/lighting
User controls shot placement
Marking Guide
Pass - Destructable terrain and buildings, user controls camera,
random explosions strike at terrain
Credit - Terrain and building data loaded from files (custom map
capability), some amount of particle interaction.
Distinction - User can control where explosions land, collision
detection with terrain/buildings and shots fired.
High Distinction - Some sort of 'game' aspects implemented (e.g.
defend city against enemy attack), textured graphics, camera shaking
and other graphical improvments.