Hi everyone,
I’m researching how destructible terrain might be implemented in games like PUBG’s “Rondo” map, which features seemingly dynamic craters and ground deformation.
Do you think this kind of effect is most likely achieved via:
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Runtime heightmap modification?
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Voxel-based terrain (SDF / Marching Cubes / SVO)?
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Dynamic mesh deformation (displacement / morph targets)?
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Or maybe it’s mostly a visual trick using decals and mesh swapping?
Does anyone know how PUBG is made?
Almost all the code needed to dynamically create and edit landscapes is in the runtime code, but some of them will be fully initialized only when the editor is running. I can modify this part, but I don’t know how it works in the game?
Will it have no impact, or will it not run smoothly at all?
And when updating the terrain physical surface, will it affect other physical objects in the scene and cause physical synchronization problems?
It literally does not.
The native epic made landscape is not meant to be modified at runtime.
Nor is it made to run well, but that’s besides the point.
if you want destructible terrain, just use something which was created specifically for it like a Voxel plugin.
why modify the running mode in this game
Yes, I have used the voxel plug-in,
But I found that pubg’s Rongdu map doesn’t seem to be done with voxel.
My needs are very similar to pubg. I need to do some simulation research on outdoor environment.
The workload of modifying terrain is not small, so I want to refer to pubg’s practice.