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 !?? :)
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.
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 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.
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.
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.
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.
is this in real time ? if so can we get a compiled version so we can run it in our pc as demo ? and how does this engine work ? as peer my knowledge almost all the new engine can use nvidia physx but this one is better so how come we don't see it in UE4 ?
+N Noni well, this is blender game engine, and it was not intended to be like UE4 or even unity, was intended for testing. But of course we humans like to use it for serius projects, this is just a script that tells the cube to fracture when ever is hi with X o Y object
I don't want a tutorial, but I'd really like to know how you did it. What kind of code you used etc. I basicly just want to know what resources you used lmao
I used regular Blender GE functionality like logic bricks alongside with a few own Python scripts. The system only creates instances of a cube transformed in a way to give the impression of fracturing. In the first shot you can see how it recursively replaces larger cubes with smaller cubes, that's all. It's no rocket science, just a little bit of math. Hope that helps.
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 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.
How do you optimize 1000s of physics bodies all colliding at the same time? :0 Mine always slows way down once i get 1/8 the amount of objects you have :/ Might just be a hardware bottleneck
He said in another comment: "Thank you. Performance is actually slower than it appears, because I have recorded with a fixed frame rate (no frame dropping allowed).", also he despawns cubes all the time. I just wonder how he decides which cubes to despawn, it seems quite random ..
Interesting. Can I just say Crackdown (3) remake? Basically the same deal, plus being able to run up to 15 servers to do the computations. Still though, pretty sweet. Can it do anything other than generate cubes? Basically actual shrapnel shaped pieces?
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.)
Маленькие обломки исчезают, что значительно повышает производительность и снижает нагрузку на видеокарту. Большие обломки остаются (ещё можно повысить производительность делая неподвижные обломки статичными до тех пор, пока с ними не контактируют, это тоже очень сильно повысит оптимизацию игр с такой разрушаемостью)
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.
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.
Is it weird to say that i find this really satisfying?
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.*
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
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.
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
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
Awesome result - with some very realistic Physics mingled in with the splice effect
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
Gravity: *FAILS*
Kostack: *looks away* and over here you can see more destruction
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
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 !?? :)
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.
That animation was apsolutely amazing!!!
Science + pyhisics + architecture =satisfaction (in my case )and this is satisfaction (* ̄︶ ̄*)
....
Why am i reply to own message ( ° △ °|||)
*( ° -- °|||)
Hello! 😁
You can almost smell the concrete dust! Nice job:)
Awesome, I did not know BGE was this powerful...
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
Yes! Have been waiting for this for years! :)
sweet work, the wire frame into was cool!
genial, ahora con el UPBGE debe quedar brutal
I would love to see this in video games. This was A-1 dude great job
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 can be the future of video games
I see now. Very cool. It's dices based on a rectangle as opposed to voronoi. Beautiful work.
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.
You should make a tutorial on dynamic dicing, NICE!
Why This Is Too Fun To Watch ?
since 2016 i've wanted to play this... please turn this into a real game it looks so fun!
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.
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
How in the world are you doing the structural integrity ?
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.
This has probably been asked before but would the Script and the Blend files be available for this please?
are the pieces of structure initially static objects? or are they rigid bodies even before being broken?
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.
this is amazing, would love to learn to do stuff like this with blender
Am I the first one to see a floating peice at exactly 2:11
Does anyone see it
Eugene DCM wait what the hell
BARAN EMİR YILMAZ I love how this was made a year ago and now suddenly we are appearing
Ye I see it
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
Amazing work!!! Next you should try to make cascade destruction!
This would be SO much fun as an app!!!
is this in real time ? if so can we get a compiled version so we can run it in our pc as demo ? and how does this engine work ? as peer my knowledge almost all the new engine can use nvidia physx but this one is better so how come we don't see it in UE4 ?
+N Noni well, this is blender game engine, and it was not intended to be like UE4 or even unity, was intended for testing. But of course we humans like to use it for serius projects, this is just a script that tells the cube to fracture when ever is hi with X o Y object
was the clip in real time ? if so then its amazing .
N Noni is not that amazin if you understand how it works
and yeah, it is real time
How do I get this, but in games. Do any games use it yet? If not how would I make one?
well you would need to learn from the tutorial of doing this but that should not be that hard i dont think
Can we have a tutorial or info on how to do dynamic dicing?
i still can't believe this was made in blender
I really want to use this in a game, mind if I could have a copy?
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 don't want a tutorial, but I'd really like to know how you did it. What kind of code you used etc. I basicly just want to know what resources you used lmao
I used regular Blender GE functionality like logic bricks alongside with a few own Python scripts. The system only creates instances of a cube transformed in a way to give the impression of fracturing. In the first shot you can see how it recursively replaces larger cubes with smaller cubes, that's all. It's no rocket science, just a little bit of math. Hope that helps.
one question:HOW CANTHE PERFORMANCE BE SOOO GOOD????? and how did you make that smoke?
Fixed frame rate
how do you make it brake spart or make a download link, PLZ!
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 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
I would be happy to buy this blend as it is and port over some 3d models to destroy
You coul make matetials with different properties like
Concrete, steel or wood and kombine then in a hose
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
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?
How do you optimize 1000s of physics bodies all colliding at the same time? :0
Mine always slows way down once i get 1/8 the amount of objects you have :/
Might just be a hardware bottleneck
He said in another comment: "Thank you. Performance is actually slower than it appears, because I have recorded with a fixed frame rate (no frame dropping allowed).", also he despawns cubes all the time. I just wonder how he decides which cubes to despawn, it seems quite random ..
The building lookslike in all of us are dead
Ikr
but wait how do i get the dicing engine or whatever its called
Is there a limit to how small the pieces can get?
Also will you ever release a .blend file for this?
where and how to download this?
This would be AMAZING if this was a video game!!!!
is this going to be availible for download (im assuming no)
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
@@ragdude7323 nah im good
EDIT: wait are you the same guy as the one who made the video
@bfdi firey ok
@bfdi firey ok
Are you done with this project? If yes can u give me download to it?
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
I don't think these buildings were made to code. :D
This looks very cool.
Any way you could release any kind of download?? I'd be willing to shell out a few bucks if you have a paypal or something.
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
Any tutorials on how to achieve this effect?
Love the song you picked
Really awesome, good work
Interesting. Can I just say Crackdown (3) remake? Basically the same deal, plus being able to run up to 15 servers to do the computations.
Still though, pretty sweet. Can it do anything other than generate cubes? Basically actual shrapnel shaped pieces?
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
How does it run so smooth?
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?
Is this standard BGE or something that you have implemented within the BGE?
It's standard BGE but with Python scripting involved.
do you have a tutorial on it?
you do an amazing python script coding job, do you make something with voxel or metaballs ? to create mud or other greasy effect for example ?
Epic game! but could you publish the prototype? ill try to make it better and ill send a copy. p.l.s
would recomend sharing this!
Its not a game
It's a game
Joshua Flores you a here a estupid
it's not a game
it's in blenders' game engine which means it's using a ''Game engine'' but it's not optimized.
Really nice, did you though about use some UPBGE features like geometry instancing or soft particles render ?
Hm 4 year,you made this is 4 year?Good realy Good
hmm oh nice destruction game you have here! can I have it?
Wow! it is a game?? very nice!
holy shit man this is the most satisfying shit ever
Маленькие обломки исчезают, что значительно повышает производительность и снижает нагрузку на видеокарту. Большие обломки остаются (ещё можно повысить производительность делая неподвижные обломки статичными до тех пор, пока с ними не контактируют, это тоже очень сильно повысит оптимизацию игр с такой разрушаемостью)
Imagine watching this in 2021
can you make a tutorial on how to make the dynamic dicing
I plan to start making tutorials, for this method, however, this is not so easy because of the coding involved.
does the dicing require coding? if it doesn't maybe you can make a tutorial on that how to apply the dicing to blocks and make something out of it
Yes, the dicing is controlled by a Python script. The principle is simple but it quickly becomes complicated when diving into the details.
My computer can't even run 760mp.
potato pc lol
jk
Anywhere to download this and try it out?
Well I’m making something like this, want to play test? Half of our funds will go to my friend with cancer
Have you tried upbge 0.3.0 yet Kostack?
Nope, I'm too busy with other stuff, and you can call me Kai. 🙂
Imagine there is a game with everything destructible...!
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
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? :]
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…
Anyone know of a game with destructible environments like this?
really good job, just need to find a way to make the debris into random shapes and dimensions instead of just cubes
+TheMacsMacs i think that, that would be more CPU taxing
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
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
can u send me a link so I could download this
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?
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.
Takes me back to dem red faction days
What is the name of this game or simulator?