![]() After the models are exported, it is within the game that the original ‘undamaged’ 3D model is switched with the pre-fractured version at runtime, which in combination with the physics engine, can produce aesthetically pleasing destruction behaviours, with realistic rigid body simulations of the broken fragments (Fig. The process of pre-fracturing begins with artists using 3D modelling software such as 3DS Max, Blender, Maya, etc., to create a 3D model then using various techniques to fracture it within the editor before implementing it into a game. This has the potential to surpass the limits of current destruction techniques and provide future video games a more realistic and immersive player experience. However, with the increasingly advanced technology being used in current consoles and PCs, it is becoming more achievable to use real-time destruction techniques instead of pre-fracturing. Implementing real-time or procedurally generated destruction can capitalise on the shortcomings of pre-fracturing when it comes to visual realism, though it is often more computationally expensive and affects performance as a result. Realism in the video games industry is becoming increasingly sought after, and this is shown through upcoming releases of game engines like Unreal Engine 5, a goal of whose is to achieve photorealism on a similar level to real life. ![]() While pre-fracturing meshes is very efficient, it can have limitations on visual realism. Pre-fracturing techniques are predominantly used in video games as they have proven to be very efficient and easy to implement. The most common method to create destruction in video games is through pre-fracturing three-dimensional (3D) models, which is the act of pre-defining a ’broken’ variant of an object and switching the undamaged model with its ‘damaged’ variant when called at run-time. This kind of destruction can be used to create new gameplay strategies, enhancing the user experience enabling users to dictate their own diverse and dynamic gameplay experiences by directly interacting with the environments they immerse themselves in. Destruction in games can range from small breakable objects containing useful pickups inside, to large structures like buildings where users can destroy different sections to make new entryways. For games with structures and geometry that are, by design, intended to be destroyed by the player, the destruction system used is very instrumental for successful user experience.
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