How many destruction 2.0




















Bullets and knife slashes can break simple wood objects, smaller explosions such as those from hand grenades can break concrete objects, while large explosions can bring down entire walls and buildings. Outside of structures and objects, terrain deformation may also appear, with craters appearing in sand and mud from explosions. Destruction is not limited to gunfire and explosives. Large vehicles like tanks can run over entire walls and crash into weak structures. Crashing into buildings can also result in damage to the vehicle.

Before the Frostbite engine was developed for Battlefield: Bad Company, Battlefield games used the Refractor engine, where destruction was far more limited. In Battlefield and Battlefield 2 , certain obstacles and objects such as bridges can be destroyed by explosions.

Destruction 1. With it, segments of buildings could be obliterated, parts of vehicle body-work could be chipped away, trees could be felled, and the ground could be reshaped by explosions. The Destruction 1. This limited the amount of destruction that could be caused by certain players in certain scenarios.

By creating the Destruction 1. Battlefield featured a slightly improved iteration of Destruction. The game mechanic now allowed for some buildings to be entirely destroyed, including the roof, but without any collapse mechanism. In most ways, it remained identical to that of Battlefield: Bad Company. Destruction 2. When enough segments walls are destroyed, the entire building will collapse, crushing everything inside.

When the building collapses, all roof segments will cave in; most of the wall segments will disappear, although some on the ground floor may remain standing. This allows Destruction to kill opponents and destroy enemy objectives. Once a building has been destroyed, players are able to navigate within the rubble by crouching or jumping through small paths formed by the debris.

The collapsing building has a hitbox which kills any opponents who go inside or are very close; this hitbox goes numerous feet around the building; almost like an invisible perimeter fence. Additionally, Destruction 2. Some buildings don't incorporate Destruction 2. Alongside all of the new aspects, Destruction 2. Destruction 3. This new form of destruction is known as micro-destruction.

Like in Battlefield: Bad Company 2 , certain buildings can also collapse if they receive enough damage. Falling pieces of rubble and collapsing buildings can potentially kill a player. Pieces of rubble can also persist on the map, rather than disappearing. Compared to the Bad Company series, less structures in Battlefield 3 can be damaged.

Stairwells in certain concrete buildings and the cores of many buildings will resist total destruction for the sake of maintaining gameplay.

Hazards such as open fires can inflict damage on infantry. Cancel X. Topic Archived First Page 2 of 2. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.

User Info: ArbitorsGun. User Info: PerfectShadow The victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory. User Info: t8trg8tr. I have a solid ZERO User Info: xsmokingxgunx. So team kills apparently count. I have four destruction 2. After about the second hole the whole wall gets taken off.

Anyway, there would also be something set up to check if there is anything supporting a sub-object, and if not, it will remove that sub-object so if you shoot out the bottom of a concrete block it will make the top disappear instead of floating in space. For buildings there would be a threshold for damage to the entire structure before it starts collapsing. When it DOES start collapsing, it kills anything inside the building and a big puff of smoke hides the model-swapping - it would look at all of the sub-objects it has left, and replace those with particles.

The particles have a special collision set up which allows them to actually go through each other slightly so that it won't stay standing, and when the particles have stopped moving sufficiently, it locks them in place so you can still walk through the wreckage. I'm sure it's a lot of work for the modeller to make all the wall models and everything for each building, which is probably why in the whole game there are only about 3 buildings with various recolours exaggerating slightly.

But yeah, a lot of recycled parts for each of the buildings, and fair enough too. EDIT: About the wall thing again. It's possible that it's all done on-the-fly, where it would use a boolean algorithm to knock a hole in the wall, and then use some "edge models" to make the edge of the boolean subtraction look nicer - but there really is only a few places which get blown up on a wall, so I doubt that's what happens. Only what I've seen but it seems to me that the majority of the collapsed building model is always the same - so not sure how many of the remaining structural elements are turned into particles and how much is just a wreck model.

I think most of the bottom floor would be just the wreck model, with the parts standing on destroyable bits being turned into low-poly particles. You can post now and register later. If you have an account, sign in now to post with your account.

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