Nov
15
2012

Falling Trees (test 2.0)

There is some interesting topic on the forums about falling trees.. I wonder how it could be done..

Other ideas & links:
– Verlet integration stuff? (kind of soft body/bending branches)
– This kind of constraints : http://codeflow.org/entries/2010/sep/01/hard-constraints-easy-solutions/
– Someones UDK breakable trees fail test video: http://www.allarsblog.com/unreal/failtree2.html
– Apex/Speedtree : http://physxinfo.com/wiki/APEX_Vegetation
– Hidden unity interactive cloth (for “softbody”) + bones connected to cloth?
– Related topic > Animated Trees : http://http.developer.nvidia.com/GPUGems3/gpugems3_ch06.html
– Real-time tree simulation with verlet.. (pdf1) (pdf2)
– Ragdolls ! (this sounds good..they bend & fall..thats all you need, just add breaking? Mecanim IK?)
– Triggers, rigidbodies and forces? (branch trigger collider hits ground, it sends force to its parent? (to stop/slow down falling))

Version 1.0:
– Just cylinders, if they collide with enough force, object gets scaled & duplicated based on the hit point..
Webplayer:
http://unitycoder.com/upload/demos/FallingTrees/ (v1.0)
http://unitycoder.com/upload/demos/FallingTrees2/ (v2.0)

Image#2: V2.0, using joints (nice examples on this thread)


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