{"id":578,"date":"2025-02-02T16:02:26","date_gmt":"2025-02-02T21:02:26","guid":{"rendered":"https:\/\/willkolb.com\/?p=578"},"modified":"2025-02-02T16:02:26","modified_gmt":"2025-02-02T21:02:26","slug":"chaos-physics-1-me-0","status":"publish","type":"post","link":"https:\/\/willkolb.com\/?p=578","title":{"rendered":"Chaos Physics 1&#8230;me 0"},"content":{"rendered":"\n<p>Spent a bunch (like 1-2ish hours) of time trying to get the chaos physics working with the tree and&#8230;<\/p>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"532\" style=\"aspect-ratio: 824 \/ 532;\" width=\"824\" controls src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/20250202-2048-10.8630592.mp4\"><\/video><\/figure>\n\n\n\n<p>It kinda works but the issue comes into the in game interaction. The damage levels seem to be weirdly arbitrary and aren&#8217;t assigned to a root bone but the pieces themselves Also the definition of &#8220;damage&#8221; seems to be just a number that gets exceeded in a fixed amount of time. I could probably figure this out with another day or so of digging but I&#8217;m starting to get fixated on this rather than just straight up making the game. However, I&#8217;m going to go through my experience just to give an intro\/document for myself in the future.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Making a destructible object<\/h2>\n\n\n\n<p>This part actually wasn&#8217;t that hard, essentially you just drag\/drop a mesh in. Flip to the &#8220;fracture&#8221; mode and click new. Then you start using the slicing tools on the left hand side to cut apart the mesh, then you select sub-part of the mesh and cut again. <\/p>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" controls src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/MakingADestructocube.mp4\"><\/video><\/figure>\n\n\n\n<p>This creates a tree of destructible on the left hand side where each &#8220;level&#8221; is a root piece that has child pieces. <\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"353\" src=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2-1024x353.png\" alt=\"\" class=\"wp-image-581\" srcset=\"https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2-1024x353.png 1024w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2-300x104.png 300w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2-768x265.png 768w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2-500x173.png 500w, https:\/\/willkolb.com\/wp-content\/uploads\/2025\/02\/image-2.png 1336w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p>So the idea seems to be you break the root the rest will break off. However, that&#8217;s the part I&#8217;ve been stuck on, there&#8217;s damage settings that seem to not work the way I would expect. Either way I&#8217;m moving the goal to making more weapons and enemies. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>Spent a bunch (like 1-2ish hours) of time trying to get the chaos physics working with the tree and&#8230; It kinda works but the issue comes into the in game interaction. The damage levels seem to be weirdly arbitrary and aren&#8217;t assigned to a root bone but the pieces themselves Also the definition of &#8220;damage&#8221; [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":581,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7,9],"tags":[],"class_list":["post-578","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gamedev","category-unreal"],"_links":{"self":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/578","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=578"}],"version-history":[{"count":1,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/578\/revisions"}],"predecessor-version":[{"id":582,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/posts\/578\/revisions\/582"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=\/wp\/v2\/media\/581"}],"wp:attachment":[{"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=578"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=578"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/willkolb.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=578"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}