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What happens when destruction stops being a visual trick and becomes a real simulation? 🤔 Working on integrating the Dematerializer, structural destruction, and metal deformation with Box3D. The goal: deterministic chaos that works in multiplayer. ⚙️💥 The hardest bug to fix might be making sure everyone gets the same... show more
62,006 views • 2 months ago •via X (Twitter)
67 Comments

You’re living my best life 😭

Trust me, you'd spend hours just blowing stuff up instead of working!😅

@GameDevMicah He knows :)

@GameDevMicah I know... He also has destructive tendencies!😂

Reminds of Red Faction.

Nice! Now all that's left is to implement the destruction of entire islands like in Havok, as shown in this video: I'm ready to buy it from you if you start selling it.Great job!

Thank you so much! 😄 Havok has done some incredible work over the years, and that demo is still very inspiring. Full scale destruction like that is definitely something I would love to explore. As for selling it... let me survive building it first! 😂

You don't need to survive — you need to endure. Those who endure survive. Overall, I'll be keeping an eye on the progress. Destructibility is actually a perfect fit for one of our projects right now.

Wow that's crazy! Nice work I'd love to see something like this in a Godzilla/Pacific Rim type game with destructible buildings

Thank you! Oh yes, that would be awesome! A Godzilla/Pacific Rim-style game is exactly the kind of experience this tech could make really fun. The biggest challenge is getting it to work reliably in multiplayer, since most physics engines aren't deterministic, but we're getting there!

Oh yes, I'd imagine transmitting all that data over the wire would not be efficient and you would want to do it client side. You could make it server-authoritative destruction that broadcasts fracture events plus object IDs so every client regenerates identical debris locally, backed by periodic rigid-body snapshots on the gameplay-relevant chunks to correct drift client-side.

Exactly! That's pretty close to the approach we're taking. Instead of sending all the debris data over the network, the server stays authoritative and only replicates the fracture events and object IDs. Each client then regenerates the destruction locally. The tricky part is keeping the physics in sync since most physics engines aren't deterministic, so we're also using periodic corrections for gameplay-critical chunks to prevent drift

what happened in the video guys I was distracted

Same here... 😂 I made the video and even I have no idea what I recorded. I was too distracted! 😅

Love this 🔥🔥

Thank you! 🔥 Really appreciate it. Still a lot more to come!

Takes me back to the original Red Faction ❤️🔥

My conputers fans went crazy from me just looking at this.

😂That's just your PC getting excited!😄

RED FACTION from PS2 has entered your chat …

OMG I really hope I can get close enough to this masterpiece. Thank you ! 😄

Awesome! I trust I didn’t come off as rude then! I really dig what you’re showing & I was blown away, back in the day, by Red Faction. When I saw your video, I was immediately reminded of that. I meant the comparison as a sincere compliment.

making this work in multiplayer seems like quite the goal!

My frame rate probably.

😂 Challenge accepted. I will have your frame rate back in the next update!🚀

i'd start with the massive rock, then watch those cylinders crumble under pure chaos 🖤

😂That's exactly the kind of feedback I was hoping for! Those cylinders were just a quick test setup. Full building structures are coming soon, so you'll have something much more satisfying to drop that giant rock on. 😈🖤

So coooool!

Interesting project you are working on there!

Thank you!😄It's been a really fun challenge so far. DEFECT is shaping up to be an awesome game, and the whole team is working incredibly hard to make it a memorable experience. Lots more to come!

Thank you I am looking forward to see more.

If it's real destruction, I think you should reduce the smoke effects or make them more translucent so we can see the rock coming apart more clearly.

😍

🔥

Yeah!! Thank you! 🔥🔥🔥

Did you ever play red faction: Guerilla? Used to love the interactive physics built into the gameplay, something I’d love to see in more games tbh.

Do you need the same explosion? Or are you referring to the same transforms and frame when the explosion appears? Non deterministic explosion and 0-0.2 offset on explosions should be acceptable

I don't need the exact same explosion. What I need is for the resulting destruction state to be deterministic. Small visual differences, like a non-deterministic explosion effect or a 0–0.2s timing offset on the explosion VFX, are perfectly acceptable. Thanks for noticing!😅

i need this

your framerate explodes

Been waiting for this since Red Faction

Thank you!😄 Red Faction set the bar incredibly high. Hopefully this can capture a bit of that magic while bringing something new to the table. 🔥

I don't like chaos 😭. Is that easy to integrate Box3D into unreal?

It was actually pretty straightforward! I am planning to release the Unreal Engine Box3D integration on GitHub for free as soon as I can, so hopefully it will help others experiment with it too. 😄

Is it better than chaos?

I wouldn't say better. 🙂 Chaos is great for many things. I just needed deterministic physics for networked destruction, so Box3D is a much better fit for this project

are you using SDF to do this ?

Not at the moment.😄I am experimenting with a few different approaches, but this system is currently based on fractured geometry

Red faction

Red Faction was way ahead of its time!😄 It is definitely one of the biggest inspirations for this kind of destruction

Yea the first one for n64 was top notch when u could dig tunnels in the map. If you add that u got me. 😉

what's this in?

It's running in Unreal Engine 5. 😄 The destruction tech is custom-built. Still lots of work to do, but I'm excited with where it's heading!

Red Faction nailed this

Absolutely! Red Faction was way ahead of its time and is still a huge inspiration for anyone working on destruction systems 💥😅

Didn't want to sound like its not looking impressive, your system looks like it could be a worthy update to RF. 😅🤝

vu l'idée, les cartes graphique qui vont devoir afficher ca ^^

thank you for your hard work, and in response to your question. Floating islands

😂 no floating islands this time !

Probably my GPU. lol. Looks cool though. Reminds me of the original Red Faction with the geo-mod engine.

Thanks! 😄 Red Faction is definitely a huge inspiration. Most of the optimization is still to come, and this capture is very CPU-bound. I'll post an updated version soon with the FPS counter enabled!

The object-destruction really is dynamic and full of impact.

Thank you! 😄 That means a lot. That is exactly what I am aiming for. I want the destruction to feel impactful and become part of the gameplay, not just eye candy!🔥🔥🔥

A building with campers!! Amazing work!!!

😂Haha, not quite there yet! These are just test pieces. Give me some time and I'll put a whole building in there for you to destroy!

What happens? Lots of lag 🤣

😂 You might be right! This capture is running mostly on the CPU and inside the editor, so it's not exactly representative. I'll post another one soon with the FPS counter visible... it's running at 60+ FPS on a Ryzen 5 + GeForce RTX 3080 12GB😅
