I wish for the day where we can fully realistically simulate destructible environments. And I mean all nine yards. Bullet holes being actual holes that will affect the material in its own logistical way, wear and tear on tools after they've bashed on said materials. And most of all, the cohesion of platforms where a breaking floor doesn't result in everything crumbling into tidy squares. That said, I love carnage and Red Faction Guerilla only largened a thirst that a game with these physics would absolutely sate. Amaaaaazing.
1. It is clear from 3:25, that blocks won't break from collisions with other blocks- only with ground. (Or maybe they are just so much tougher, i don't know) 2. Video game industry of boring indestructible enviroments require sound and internal furniture. Its still so spectacular, I love physical interactions so much, good job
Very nice !! I know this is a long shot but would you be interested on making a tutorial on how to do it in UPBGE which is as you probably know, the new BGE for Blender 2.80 (separate branch). To my knowledge the UPBGE is getting some love and it would be a nice addition to be able to destroy objects like in your video. Any Thumbs Up for this comment !?? :)
I feel like every first person war game needs this kind of environmental destruction. Awesome. I mean imagine leveling a building with an RPG or c4 killing all that were inside just from the sheer force of the building collapsing on them. Would make players actually fear heavy weapons and artillery.
I would love to see a realistic natural disaster destruction simulator sometime in the future, that would be pretty awesome. Also great video and I love the physics.
I wish someone would work on a sort of ultimate game - like Minecraft - where folks could add to it, create games within the game, etc, only using BGE so that the graphics could expand with the state of the art instead of remaining always so cube based. Sony got started on a more realistic 3d world generator, but then seems to have abandoned it. (Everquest Next) I have to assume you have some way of also creating the 3d interactive world? Some of the limits of Blender and Bullet I guess could get in the way. Thing is, do you have any friends in marketing that could cook up a way to keep the income coming to you so you can build these things open source and release them? Sort of a rolling release of things marketed one by one through the crowdfunding tools we see beginning to work now?
Sorry if it is rude but can you make a tutorial on how to do the destruction the game thing I'll try to figure out or make like a download to get it in out blender?
I'm currently too busy but I consider making tutorials in the future. It's not so easy to accomplish this after a small tutorial anyway, it requires Python knowledge and also math.
Kostack Studio One more question again sorry sorry if this is REALLY rude but is there a chance you can get this in a download so we can use it in our blender if it is possible? You can just simply say no if you don't want to explain why.
This is wonderful! Have you considered using voronoi subdivision instead of or in addition to cubes? When breaking buildings the rectangular blocks work pretty well because they look like bricks, and the smaller gravelly bits seem to have a convincing size distribution. Also the dust covers things well making it all look very convincing. Adding voronoi shapes would finish it beautifully, especially when breaking things that don't crumble along right-angled lines, such as wood, glass, and ceramics. I have to say, it does my brain in trying to figure out how you've got Blender to make these localised subdivisions. Just wow!
Thank you very much. This rectangular fracture approach has a major advantage over voronoi cells and that is performance. I'm using a trick to avoid actual mesh editing entirely for subdivisions, instead I'm generating instances of the same cube geometry and only scaling it. One cuboid is basically replaced by two new cuboids which together match the dimensions of the original one so that volume and shape stays always the same. This makes real-time possible in the first place, unfortunately the Blender game engine is not really a fast engine.
Wow, this engine is worth better than beamng>drive. Really impressive. Reminds me of that game Black that came out in like 05, but way more advanced. I think the game red faction had destruction like this as well just not as detailed.
the technology is impressive, but the look of the broken pieces is very "rough" to say the least. that said, if used for collision meshes this tech is very much amazing, but there is a need to generate believable "broken" meshes instead of the cubes for make a credible "pseudo-realistic" effect.
Awesome work! Nice destructions and smoke and the freeze effect remind me a little bit of the game quantum break. And it seems the performance is still good. Did you used python or have you implemented it in directly in the source?
+DerDieDasMedia +blenderrendersky Thank you. Performance is actually slower than it appears, because I have recorded with a fixed frame rate (no frame dropping allowed). I used Python for splitting but simulation of physics is still performed by Bullet.
this is realy good, can we control this with some weight mapping ? this can be realy usefull for control the destruction in a videogame, example a weight map for a bomb, another for a simple bullet, another for wood with shard or soft cloth destroy.
Honestly? I want to play a superhero game in a world like this. Like, to play as an Avenger with this kind of destructible environment? That'd be insanely wonderful.
Blender has needed this for a long time. But is this more controllable so you can get more large irregular chunks. I am also guessing you can have more Shard-like chunk and fractures not just more regular cubic dicing.
HOLY COW! Much love.... Do you have the blend sitting around? I don't think many people understand that, no, this does not come naturally to Blender without someone actually knowing how to do it. Yeeesh. And you could probably do layered building design where the stuff that crumbles is supported by something more durable like steel. Does BGE have anything that simulates stress and heat on metal? I presume it could at least be added with Python, or would that sort of thing need to be back in Bullet somewhere?
I wonder if you can metallic rods that act as the tensile strength for the simulation that has some soft-body flexing physics and if that would make larger more irregular chunks like realistic rubble in the simulation.
I have two questions: 1. Is there a limit to how small the cubes can get? 2. Do you have any plans to release this to the public? (If so, you should put it on steam.)
Make a FNAF fan game called Escape from Freddy's! You play as a male pedestrian trapped in the pizzeria and must find a way to escape but you are not alone, the animatronics will roam around the entire building and will try to find you. You are given a tablet and a flashlight. The tablet lets you access the security cameras to help you find the animatronics. The flashlight will help light your way in dark areas. If an animatronic is near you, hide in a locker, hide under a table, or hide in the shadows. You must escape in five nights or your game is over. Escaping won't be easy. The exit door is boarded up by 4 wooden boards and is locked by several locks, one is a code lock and another is a fingerprint scanner. The other locks need keys to unlock. The locks and keys will be green, yellow, red, blue, and purple. Other rooms are locked by fingerprint scanners also. The animatronics will be the same characters from FNAF 1. There will be 5 endings and a SECRET ending also! Your inventory only holds one item so use those items carefully! Your starting point will be the security office where you wake up. Once all the locks are unlocked, open the door and get outta here! That is my game idea.
I wish for the day where we can fully realistically simulate destructible environments. And I mean all nine yards. Bullet holes being actual holes that will affect the material in its own logistical way, wear and tear on tools after they've bashed on said materials. And most of all, the cohesion of platforms where a breaking floor doesn't result in everything crumbling into tidy squares. That said, I love carnage and Red Faction Guerilla only largened a thirst that a game with these physics would absolutely sate. Amaaaaazing.
il Duderoni you’ll love crackdown 3
For that we'll need actual atoms.
Euclideon
Sounds too ... Computational, if you're looking to destroy building try play Red Faction series
4 years later: *Unreal engine 5 has entered the chat.*
Is it weird to say that i find this really satisfying?
2:51 to 2:58 is so satisfying.
Wow, I thought I was the only one!!! Lol
Lol I thought the same. But I don't get why destruction is satisfying to us
Does this really run in realtime!? Holy shit this is so impressive
It`s impressive, more than I expected from the Blender Game Engine.
Not really... Not in 2017.
its blender game engine bro. that shit is impressive
@@jojolafrite90 it runs in real time
@@jojolafrite90 I don’t think you know what real time is
1. It is clear from 3:25, that blocks won't break from collisions with other blocks- only with ground. (Or maybe they are just so much tougher, i don't know)
2. Video game industry of boring indestructible enviroments require sound and internal furniture.
Its still so spectacular, I love physical interactions so much, good job
really nice! the dust effects are amazing
+martins upitis Thank you, always nice to hear from you :)
+ELEUTHERIOS SAVVIDIS Blender game engine
ELEUTHERIOS SAVVIDIS 'Tis not an app, it is software.
Is it free I want it really bad
jordy van rossum it's a free software but you kinda have to learn the software to make this kinda stuff
This was a precursor of Teardown. What a evolution this was.
Gravity: *FAILS*
Kostack: *looks away* and over here you can see more destruction
Awesome result - with some very realistic Physics mingled in with the splice effect
I know this is just a demonstration, but this could keep me entertained for hours
Well I’m making something like it, want to play test?
Wish I could, don't have access to a computer
genial, ahora con el UPBGE debe quedar brutal
Awesome, I did not know BGE was this powerful...
Very nice !! I know this is a long shot but would you be interested on making a tutorial on how to do it in UPBGE which is as you probably know, the new BGE for Blender 2.80 (separate branch).
To my knowledge the UPBGE is getting some love and it would be a nice addition to be able to destroy objects like in your video.
Any Thumbs Up for this comment !?? :)
I want this quality of physics in gta 6
This might take over 40 years to simulate all buildings with destructible models.
If u want that the your computer will blow up a console won’t even be able to start it
@@thetheandthe6371 well 2 years later i still want it. So i will be waiting ^^
Maybe gta10 in 20years then
@@Neglections but with auto generated maps cant they make auto-generated destruction ? just a thought
Science + pyhisics + architecture =satisfaction (in my case )and this is satisfaction (* ̄︶ ̄*)
....
Why am i reply to own message ( ° △ °|||)
*( ° -- °|||)
Hello! 😁
Why This Is Too Fun To Watch ?
Any way I could download this for non-commercial purposes?
Blender is free for everyone!
I believe he was referring to the blend file used in the video.
Ah
@@sirdukeofyork8839 where can i download that ?
@@Izzy_117 Here:
www.blender.org
That animation was apsolutely amazing!!!
This can be the future of video games
You can almost smell the concrete dust! Nice job:)
I see now. Very cool. It's dices based on a rectangle as opposed to voronoi. Beautiful work.
I feel like every first person war game needs this kind of environmental destruction. Awesome.
I mean imagine leveling a building with an RPG or c4 killing all that were inside just from the sheer force of the building collapsing on them. Would make players actually fear heavy weapons and artillery.
Yes! Have been waiting for this for years! :)
I would love to see this in video games. This was A-1 dude great job
sweet work, the wire frame into was cool!
You should make a tutorial on dynamic dicing, NICE!
I would love to see a realistic natural disaster destruction simulator sometime in the future, that would be pretty awesome. Also great video and I love the physics.
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
This would be SO much fun as an app!!!
I wish someone would work on a sort of ultimate game - like Minecraft - where folks could add to it, create games within the game, etc, only using BGE so that the graphics could expand with the state of the art instead of remaining always so cube based. Sony got started on a more realistic 3d world generator, but then seems to have abandoned it. (Everquest Next)
I have to assume you have some way of also creating the 3d interactive world? Some of the limits of Blender and Bullet I guess could get in the way.
Thing is, do you have any friends in marketing that could cook up a way to keep the income coming to you so you can build these things open source and release them? Sort of a rolling release of things marketed one by one through the crowdfunding tools we see beginning to work now?
This looks like it'd be really fun to play with. Any plans to release a demo?
you can make it your self but idk how long that takes
how do you even do it? you does it even work?
idk
Crusage its called a game engine ive done research with that stuff for a year now so just don't worry
Lemon Crap game engine, scripts, building, graphic designing, sound etc
Love the song you picked
The building lookslike in all of us are dead
Ikr
This would be AMAZING if this was a video game!!!!
Dude i would pay for this its sick
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
This looks like so much fun, I wish I could play it
Sadly he never released it, but I’m making something like it
i still can't believe this was made in blender
this is amazing, would love to learn to do stuff like this with blender
Sorry if it is rude but can you make a tutorial on how to do the destruction the game thing I'll try to figure out or make like a download to get it in out blender?
I've been trying to find a way to make these kinds of destruction but all I see is these hard ones
I'm currently too busy but I consider making tutorials in the future. It's not so easy to accomplish this after a small tutorial anyway, it requires Python knowledge and also math.
Kostack Studio Ohh ok thank you.
Kostack Studio One more question again sorry sorry if this is REALLY rude but is there a chance you can get this in a download so we can use it in our blender if it is possible? You can just simply say no if you don't want to explain why.
I'm still working on it, I'll announce when it's ready.
holy shit man this is the most satisfying shit ever
I may have said it before but seeing this again id buy it like that lol, i dont need much else
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
Clearly 9/11 was done inside Blender.
Ton is the real mastermind.
TheAmazingJimmy can people like you please stop making 9/11 jokes? It was literally the most horrifying attack in American history sense Pearl Harbor
@@Moltar_Railfan Get over it. It's been 18 years.
@@Sinderance_ ikr
@@Moltar_Railfan welcome to the internet. People can say and do what they want.
Matt fair point
This is wonderful! Have you considered using voronoi subdivision instead of or in addition to cubes? When breaking buildings the rectangular blocks work pretty well because they look like bricks, and the smaller gravelly bits seem to have a convincing size distribution. Also the dust covers things well making it all look very convincing. Adding voronoi shapes would finish it beautifully, especially when breaking things that don't crumble along right-angled lines, such as wood, glass, and ceramics. I have to say, it does my brain in trying to figure out how you've got Blender to make these localised subdivisions. Just wow!
Thank you very much. This rectangular fracture approach has a major advantage over voronoi cells and that is performance. I'm using a trick to avoid actual mesh editing entirely for subdivisions, instead I'm generating instances of the same cube geometry and only scaling it. One cuboid is basically replaced by two new cuboids which together match the dimensions of the original one so that volume and shape stays always the same. This makes real-time possible in the first place, unfortunately the Blender game engine is not really a fast engine.
Kostack Studio
If some day this become playable i swear i'll buy it
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
Wooowwwww!!! Amazing!!! I want so bad a game like this!!!!
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
Wow, this engine is worth better than beamng>drive. Really impressive. Reminds me of that game Black that came out in like 05, but way more advanced. I think the game red faction had destruction like this as well just not as detailed.
now 2020..still cant do shit like this in any game besides teardown and we dont have that yet and its not fully destructible
@bfdi firey no…
Really awesome, good work
Wow! it is a game?? very nice!
How in the world are you doing the structural integrity ?
I don't think these buildings were made to code. :D
This looks very cool.
Amazing work!!! Next you should try to make cascade destruction!
the technology is impressive, but the look of the broken pieces is very "rough" to say the least.
that said, if used for collision meshes this tech is very much amazing, but there is a need to generate believable "broken" meshes instead of the cubes for make a credible "pseudo-realistic" effect.
hmm oh nice destruction game you have here! can I have it?
How does this work?
Awesome work! Nice destructions and smoke and the freeze effect remind me a little bit of the game quantum break.
And it seems the performance is still good. Did you used python or have you implemented it in directly in the source?
+DerDieDasMedia +blenderrendersky
Thank you. Performance is actually slower than it appears, because I have recorded with a fixed frame rate (no frame dropping allowed). I used Python for splitting but simulation of physics is still performed by Bullet.
+Kostack Studio could we expect a tutorial on object splitting in the future? :]
this is realy good, can we control this with some weight mapping ? this can be realy usefull for control the destruction in a videogame, example a weight map for a bomb, another for a simple bullet, another for wood with shard or soft cloth destroy.
I would be happy to buy this blend as it is and port over some 3d models to destroy
My computer can't even run 760mp.
potato pc lol
jk
This is super amazing.
Honestly? I want to play a superhero game in a world like this. Like, to play as an Avenger with this kind of destructible environment? That'd be insanely wonderful.
I'm sure you're getting tired of hearing stuff like this, but will you be doing a tutorial on this or releasing the file?
Takes me back to dem red faction days
where and how to download this?
The next battlefield needs this
Imagine watching this in 2021
Blender has needed this for a long time.
But is this more controllable so you can get more large irregular chunks. I am also guessing you can have more Shard-like chunk and fractures not just more regular cubic dicing.
pretty amazing with small amount of flaws
This is amazing. I've been trying to do this kind of crap forever. How'd you get it to run so fast? Keep being AWESOME
Wow, well done.
Can we have a tutorial or info on how to do dynamic dicing?
HOLY COW! Much love....
Do you have the blend sitting around? I don't think many people understand that, no, this does not come naturally to Blender without someone actually knowing how to do it.
Yeeesh. And you could probably do layered building design where the stuff that crumbles is supported by something more durable like steel.
Does BGE have anything that simulates stress and heat on metal? I presume it could at least be added with Python, or would that sort of thing need to be back in Bullet somewhere?
I wonder if you can metallic rods that act as the tensile strength for the simulation that has some soft-body flexing physics and if that would make larger more irregular chunks like realistic rubble in the simulation.
I have two questions:
1. Is there a limit to how small the cubes can get?
2. Do you have any plans to release this to the public? (If so, you should put it on steam.)
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
@@ragdude7323 Ooh I would love to play test, especially for a good cause! Where can I buy it?
could you make a tutorial to this?
Hm 4 year,you made this is 4 year?Good realy Good
C'est vraiment réaliste !!!!
please make a tutorial or downloadable file
If you release this as a game on steam or something you can probably make millions!
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
@@ragdude7323 yeah sure what is it!
@@ragdude7323 can you tell me about it
@@aviavil1 it’s a survival game with the destruction of dicing engine discord.gg/cbXY4K2k
This has probably been asked before but would the Script and the Blend files be available for this please?
Make game out of it and i will buy it
Wariatek same
Same
Sæm.
Make a FNAF fan game called Escape from Freddy's! You play as a male pedestrian trapped in the pizzeria and must find a way to escape but you are not alone, the animatronics will roam around the entire building and will try to find you. You are given a tablet and a flashlight. The tablet lets you access the security cameras to help you find the animatronics. The flashlight will help light your way in dark areas. If an animatronic is near you, hide in a locker, hide under a table, or hide in the shadows. You must escape in five nights or your game is over. Escaping won't be easy. The exit door is boarded up by 4 wooden boards and is locked by several locks, one is a code lock and another is a fingerprint scanner. The other locks need keys to unlock. The locks and keys will be green, yellow, red, blue, and purple. Other rooms are locked by fingerprint scanners also. The animatronics will be the same characters from FNAF 1. There will be 5 endings and a SECRET ending also! Your inventory only holds one item so use those items carefully! Your starting point will be the security office where you wake up. Once all the locks are unlocked, open the door and get outta here! That is my game idea.
Como se yama ese juego
are the pieces of structure initially static objects? or are they rigid bodies even before being broken?
Will you do a tutorial?
how do you make it brake spart or make a download link, PLZ!
Looks really awesome! Wonder how that would look if you were shooting enemies. A horrible weapon that fractures people into little pieces.
Really cool! Is it a game? If it is, then do you have to make the maps or are they already made?
It’s sadly not published, but hey I’m making something like it. Want to play test?
como se llama el juego
How does it run so smooth?
but wait how do i get the dicing engine or whatever its called
How Can i download the game
You coul make matetials with different properties like
Concrete, steel or wood and kombine then in a hose
this is impressive
Amazing work! :)
whats the blender file for this
Really nice, did you though about use some UPBGE features like geometry instancing or soft particles render ?
Any tutorials on how to achieve this effect?
Cam I download IT??
one question:HOW CANTHE PERFORMANCE BE SOOO GOOD????? and how did you make that smoke?
Fixed frame rate
Yes subdivide as it hits is a much smarter idea.
With some noise and randomness could make a really good destruction engine
download link?