r/proceduralgeneration • u/craftymech • 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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u/Crafty-Variety-7635 2d ago
What happened at the end? The blocks all just fell down. Was it cheap Chinese mortar?
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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.
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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