In this video I am demoing the technology I’ve developed to enable runtime / gametime combining of physics meshes into larger physics units.
**Physics SubGroups** These larger physics units can be destroyed, and will automatically partition into realistic subgroups that separate and act as physics subgroups of the original larger unit! This was a lot of C++ work :) Again the point is that this can all be done at runtime by the user, making any kind of combinations you want, changing them any time you want! This adds a new layer of destructibility and physics entertainment! Enjoy! https://youtube.com/watch?v=sOl5uKe16ZM Rama