Thank you, that video actually helps me better visualize your end goal. I was picturing a top-down Stronghold kind of game.
First thing, you definitely can’t be simulating physics every tick for a castle’s worth of individual bricks. You have to cheat, game development is about cheating.
If you want a brick-based castle, you could try chunking them. Meaning you take a range of bricks and you treat them as one mesh until things need to change.
So a 5x5 wall of bricks is just a single mesh with a repeating texture.
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And then the player shoots one, and it falls out. So you rebuild the mesh with the missing brick, and swap in a dynamic brick for the one that was just shot. That dynamic brick falls and breaks apart and spawns dust particles and generally looks impressive, and then it sinks into the ground/vanishes. Or maybe you have a static pile of rubble that you swap it for when it hits the ground in a cloud of smoke. Or a bunch of different piles of rubble.
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And now there are unsupported bricks above that one. So every few ticks you go through and determine what bricks should fall, and you take those and swap them out as well, they do impressive things as they fall, and the player goes “wow!”
So now you’re wondering “What is this? Minecraft has so many blocks it’s insane, and Unreal can’t even handle 30 or so on my computer?”
Minecraft cheats too. Minecraft cheats hard. Minecraft chunks 16x128x16 blocks at a into a single mesh. That’s 32768 blocks in a single mesh. And then when the player breaks a block, it rebuilds a new mesh and shows you that instead.
“But Minecraft has sand that falls down. How do they do that?”
Same thing. Every a block changes Minecraft checks the neighboring blocks. If any of the neighbor blocks need to do anything different than they currently are, then they do that. So if you take out the block under a column of sand, Minecraft builds a new chunk without the block you took out, and without the sand above it. Then it makes an entity (actor in Unreal) that looks like sand, and has it go straight down. When it touches the ground it builds the chunk again, and adds in the sand that just landed. So it looks like Minecraft blocks are affected by physics, but they’re not at .
So the first thing I’d suggest you look into now that I understand your goal a little better is this project by .
Your game doesn’t have to look like Minecraft. But it would help to get to know why it does a lot of what it does, and apply that to what you’re working on. You have a lot more wriggle room, as a castle isn’t an infinitely large world. It’s a static size and you probably know how you want it to look. (Though you could generate it procedurally if you want.) So you can have chunks shaped like walls, and bricks shaped like bricks. You can have far more complex physics than a column of sand in Minecraft. You can build a static mesh to start with and whenever a block is hit, swap it with a destructable mesh, let it fall, make it spawn particles when it hits the ground, the whole works. But it’s a good start.
Of course there are other ways to go about what you’re doing. This is just the first thing my mind jumps to when I see a wall of bricks individually meshed.