I’m currently working on prototyping a new game that features firing cannons at castles. The castles will be comprised of individual bricks with physics turned on which will react to the cannonballs hitting them. Obviously having a large number of physics actors in a scene can be a huge performance drain, so I’m trying to come up with some possible work arounds.
I intend to create a volume around the cannonball that will be used to turn on and off the physics of the bricks near it in order to prevent the engine from having to calculate physics for all of the bricks at once, but that still leaves me the problem of lighting them. Even with their physics turned off, the bricks will still be moving and will still require a dynamic light source for casting shadows. (the castles are going to be a sort of flying fortress which the player will be able to fly around).
Any advice for how to set up the lighting would be appreciated.