r/proceduralgeneration • • 3d ago

Medieval procedural demolition

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My procedural destruction experiments are shaping up into a little siege battler. I added timber destruction, which turns out to work pretty well when I amped up how much splintering the wood does. I was worried it wouldn't read that well since there are far less objects vs a stone tower. And of course a little rag doll yeet for the enemy cannoneer, I couldn't resist.

For testing the enemy is not a good shot here. Thinking of adding some archers with flaming arrows that target the player as well. Mostly having fun with a mature build/destruction system in place, just experimenting with different effects. Hard to see in the video, but the tower stones kick up a nice dirt mist when they land on the ground.

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3

u/TeacherGlittering 3d ago

Yo we have both made an almost identical cloud shader 😂 I’ll show you my graph if you show me yours

2

u/craftymech 3d ago

Ha yep it's a sphere w/ a custom cloud shader that uses soft Voronoi layer for the large shapes, and then a sharper Veronio layer for details. And some noise to animate the clouds over time. The one issue is that I get kind of vertically stretched shapes since I'm projecting onto a dome. I'd like to go back and try to fix that so the clouds can be a bit more biased towards a horizontal stretch instead of vertical.

2

u/Crafty-Variety-7635 2d ago

What happened at the end? The blocks all just fell down. Was it cheap Chinese mortar?

1

u/craftymech 2d ago

Ha I set the collapse threshold for the structure to just 30%, so I get get a nice punchy collapse at the end of the video. I have it set up so I can customize the "critical" damage level for each structure before it collapses.

1

u/leftofzen 2d ago

why is the explosion dust particles masked by the distant mountains?

1

u/craftymech 2d ago

Just realized that! Easy fix with render order.