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Making destruction even more dynamic in UE5! - Debris fragmentation: Real-time, no Chaos fractures. - Orphaned geometry detachment: No more floating pieces. - Advanced damage settings: Customizable destruction effects. #screenshotsaturday #UE5 #gamedev #UnrealEngine5

50 Comments

Andriy 🇺🇦's profile picture
Andriy 🇺🇦1 year ago

Solid work, man! Could you describe more detailed?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

It would take a while.. might have to write a tutorial or something like that. I'm just using old techniques used decades ago for physics engines. People are forgetting about it

GameDevMicah🤩🔜UNREAL FEST SPEAKER's profile picture
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 year ago

@andrie4ko I’d love to know about your tech! Does it support Nanite?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

@andrie4ko Thanks! I’ll have to write a tutorial on this at some point! Nanite doesn’t support real-time destruction: it relies on precomputed mesh data. However, it can be worked around by swapping Nanite meshes with non-Nanite geometry at runtime, using procedural meshes for destruction

GameDevMicah🤩🔜UNREAL FEST SPEAKER's profile picture
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 year ago

@andrie4ko Ah bummer! I figure this would be a proc mesh or dynamic mesh(aka non-nanite) but had to be sure! Wreck it! 🔥🔥🔥🤘🤘🤘

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

@andrie4ko 😂😂😂 Thanks man! Maybe I'll add support for Nanite after I finish to destroy more things!

GameDevMicah🤩🔜UNREAL FEST SPEAKER's profile picture
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 year ago

@andrie4ko We are exploring what options are to breakup kitbash pieces of my buildings, or to make them seem damaged, not so perfect! But at the rate of 100s to 1000s a frame! Please let me know if you have any ideas :) Cheerss!

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

@andrie4ko Looks great! The delay is likely from async calls in Chaos to maintain frame rate. I would try performing collision checks on future frames (prediction) and triggering async threads earlier to better align the response with the overlap.

GameDevMicah🤩🔜UNREAL FEST SPEAKER's profile picture
GameDevMicah🤩🔜UNREAL FEST SPEAKER1 year ago

Let’s Gooooooo!!!!!

Majid Manzarpour's profile picture
Majid Manzarpour1 year ago

Incredible how performant this is, nice work!

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! Destroying everything has always been my dream 😂

Wasteland Waste Disposal's profile picture
Wasteland Waste Disposal1 year ago

As Lil Jon would say, Okay yeah, yeah, yeah!!!🤩

Charles's profile picture
Charles1 year ago

I see mass destruction, i follow. Imma simple guy.

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! Will make destruction great again! 😂

Arcsin Jesse's profile picture
Arcsin Jesse1 year ago

that's so sick!

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

😂That's a good feedback! Thank you!

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thanks.. the idea is to make everything destructible. 😅

Relic Abyss ✨Wishlist Now!✨'s profile picture
Relic Abyss ✨Wishlist Now!✨1 year ago

Playing it must be a good stress reliever then! 😁

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Yes, especially if you can choose what to destroy 😂

EnchantaVerse's profile picture
EnchantaVerse1 year ago

how do i buy this hahahahah

Nanda's profile picture
Nanda1 year ago

Amazing, Im already picturing enemies tumbling as I demolish the castle bridge, call it: Total Destroy

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Yesss ... Destroy everything! 😂

Allan Rowntree's profile picture
Allan Rowntree1 year ago

Great work. Will you add a stress fracture so elements with thin or no support will break off and fall?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! And yes.. it's already in the works :)

Cyb3rEchos's profile picture
Cyb3rEchos1 year ago

That’s a follow. Cheers.

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! I promise: more destruction is coming ... 😅

Cyb3rEchos's profile picture
Cyb3rEchos1 year ago

I’m here for it.

Stanislav Botev's profile picture
Stanislav Botev1 year ago

Are you going to release it in your Patreon or as a FAB plugin?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Honestly, I'm working on this in my free time with the hope of turning it into a full game. I haven't even considered releasing it on Fab or Patreon yet, but it could definitely be an option once it's completed. Thank you for the interest!

Themisto3D's profile picture
Themisto3D1 year ago

@LusiaShinra AWESOME

ダンボール戦機-The リメイカー's profile picture
ダンボール戦機-The リメイカー1 year ago

Wow that's good

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! Appreciate your comment :)

TowerRaider's profile picture
TowerRaider1 year ago

Fantastic!! Total Destroy!!! 🤟🤟

JSFILMZ's profile picture
JSFILMZ1 year ago

for the love of thunder do demos outside the default level

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

I have to! It's just the beginning 😉

Dragon Scales VR (available for hire)'s profile picture
Dragon Scales VR (available for hire)1 year ago

This looks amazing, how is it major studios struggle so much at things that I see people playing with as if they just slapped it together? How long have you been working on this?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! Well.. it depends which studio you're talking about 😂 also this was done in my free time over the weekends after work in the last month or so. Couldn't finish the other fragmentation modes yet, but I will !

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

@Ubisoft @EA @Activision Thank you! I will post more related videos in the next few days. Hopefully it will end up becoming a new game! :)

Nick Chen's profile picture
Nick Chen1 year ago

When you say advanced damage settings , is it possible to get somewhat close to FEM fidelity so materials react differently and also depending on the force applied to x material vs y material?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

It's actually already doing that: Each 'tool' used to cause damage (eg. Gun / RPG) use different settings which could be customized based on the UE5 physics materials. I also have almost completed, different fracturing. I will post a detailed video when completed. Thank you!

Nick Chen's profile picture
Nick Chen1 year ago

Oh that's awesome! Kind of allows for a FEM type modeling of damage destruction like AMD did and then abandoned.

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

Thank you! I'll have to watch all of it now 😂

FrellingHazmot Ⓥ🏳️‍🌈🛸's profile picture
FrellingHazmot Ⓥ🏳️‍🌈🛸1 year ago

teach me

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

LOL I will have to write a tutorial at some point! I promise :)

PlusJamais's profile picture
PlusJamais1 year ago

Look at "black" from 2006 on Xbox and ps2.

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

That's a very good game. Thank you for the reference!

Dick Applehead's profile picture
Dick Applehead1 year ago

Runtime boolean is traditionally not practical for production. are you doing something different here?

Antonio Lattanzio's profile picture
Antonio Lattanzio1 year ago

I rewrote the entire destruction system to be efficient for runtime and production all in C++. As you said, standard booleans are too slow for that purpose.

iLikeApp's profile picture
iLikeApp1 year ago

Wow! Fantastic !!

Pashinin Anton's profile picture
Pashinin Anton2 years ago

5 years of true indie gamedev 😺 A cool top-down shooter with push-forward combat🔥 Add to wishlist on Steam:

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