1. Help us improve the editor usability and artist workflows. Join our discussion to provide your feedback.
    Dismiss Notice
  2. Unity 5.6 is now released.
    Dismiss Notice
  3. Check out all the fixes for 5.5 in patch releases 1 & 2.
    Dismiss Notice
  4. Get further faster with the Unity Plus Accelerator Pack, free for new Unity Plus subscribers for a limited time. Click here for more details.
    Dismiss Notice
  5. Learn how you'll soon be able to publish your games to China in four simple steps with Xiaomi. Sign up now for early access.
    Dismiss Notice

Unity3D - RealTime crash car!

Discussion in 'Made With Unity' started by brade19997, Oct 30, 2010.

  1. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    Ok, first of all I wrote "realtime" bacause it is exactly like in GTA IV.
    If you play GTA4 you'll se that if car crashed, threre is NO "crash object" replaced,
    It's just ONE mesh, and that is what I created.

    In the video you'll se just bad prototype of this "Realtime crash" because I didn't work alot on this.
    So don't hope to the realistic thing in the world:D...

     
  2. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
  3. xandeck

    xandeck

    Joined:
    Apr 2, 2009
    Posts:
    565
    Looks interesting... try to send us some demo playable scene =)
     
  4. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    Tnx:).

    And I'll do that.
     
  5. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    699
  6. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    TNX:).

    This video look strange...
     
  7. LamentConfig

    LamentConfig

    Joined:
    Sep 28, 2010
    Posts:
    292
    Carmegeddon did car deformation awesomely :) Remember spending a while with my friends have competitions to see who could deform it the most .. the vid defo reminds my of that :)
     
  8. KillerScript

    KillerScript

    Joined:
    Aug 20, 2010
    Posts:
    368
    Looking nice dude very good!
    Can you say how did you do that and make a demo?
    And what did you mean when you say "One mesh"?
     
  9. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    But, I don't know, it looks so strange when the cars crashing. It seems that the car gets too much damage :eek:


    TNX:). maybe I'll do a demo of this.
    I mean in One mesh that in GTA SA the damage of cars works on replacing objects in the cars, here it works on one full mesh (of the car) that never replacing, every damage you seen in the video, it the same mesh in the begin of the video(like in GTA4).
     
    Last edited: Nov 1, 2010
  10. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
  11. KillerScript

    KillerScript

    Joined:
    Aug 20, 2010
    Posts:
    368
  12. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    Comments?
     
  13. KillerScript

    KillerScript

    Joined:
    Aug 20, 2010
    Posts:
    368
    Dude your last command is today so don't up the Topic...
     
  14. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
  15. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
  16. Darkhazard

    Darkhazard

    Joined:
    Oct 4, 2010
    Posts:
    105
    I think we still want a playable demo.
     
  17. markis

    markis

    Joined:
    Oct 11, 2010
    Posts:
    51
    i can mane (for demo) city.
     
  18. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    Ok. (I forgot that:rolleyes:)

    ?
    You want to make a city for the demo?
     
  19. markis

    markis

    Joined:
    Oct 11, 2010
    Posts:
    51
    ya. but it will be simple city :) some textures... About buildings, I dont make it... Sorry. Just lots (for buildings), pavements and streets.
     
  20. brade19997

    brade19997

    Joined:
    Oct 12, 2010
    Posts:
    42
    Ok.
    And buildings it's not so hard to make, and after all it's just a demo for a simple system, so it can be just 4 cubes on very simple ground.
     
  21. bigmisterb

    bigmisterb

    Joined:
    Nov 6, 2010
    Posts:
    4,075
    The most interesting that I found in in C2 was that the game knew what was a hood by shape. So if an object was more flat then square then it would tend to bend the center of that object up as if were like a hood or some such.

    The next part, which your vids seem to lack would be a little randomness in the process. This would do great until you hit verts that were shared and should not be split.

    Lastly, when doing calculation, you should also calculate distance from the hit point maximized by the force of the hit. First part would say, ok, I hit at x,y,z and these verts are within affectedDistance=maxAffectedDistance/(1-Mathf.Clamp01(force/forceDivider)) Then proceed to find all the verts within affectedDistance and apply affectedDistance/maxAffectedDistance force to the vert.
     
  22. markis

    markis

    Joined:
    Oct 11, 2010
    Posts:
    51
    can you use it on terrain?