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by taiiat
1323 days ago
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Uhhh, Physics are indeed a major part of Teardown. the breaking of the Voxels themselves may not be individually impressive, but it's the nearly entirely destructible Environment with per Voxel calculated Materials that IS impressive.
Voxels can be of a wide range of Materials, giving them, well, unique properties. that allows things to be strong, weak, and all sorts of other properties.
Driving a Truck through a Building doesn't leave it unscathed, actually. Et Cetera. |
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I'm inclined to somewhat agree, because you can still have situations where buildings can be hanging on due to a single voxel and will refuse to fall down, and when they do there's no sense of weight, instead they just kind of plop down. Very much the same how the cars and such also feel awkward.
It doesn't detract from the gameplay much, and it's not like that makes the game bad, but personally I think that the Red Faction Guerilla game felt a bit better. Of course, it was geared more towards presentation and had a large studio behind it, rather than being very technically accurate, so the goals are a bit different than those of Teardown (interesting setpieces vs procedural destruction).
Here's a few random YouTube videos:
https://www.youtube.com/watch?v=n16pZxHBo4o
https://www.youtube.com/watch?v=eXmKlVZmvRg
It is pretty awesome to see projects like either game, though! Even engines like VOXLAP were interesting: http://advsys.net/ken/voxlap.htm That's actually more or less what powered the old Ace of Spades game, which is now Open Spades: https://openspades.yvt.jp/ (not as focused on destruction, but rather having large maps with lots of voxels, a fun game)