Atomontage Engine can render elastically deformable destructible high-resolution voxel bodies. Unlike many Internet trolls say, this effect is doable with voxels and it is actually super easy in Atomontage Engine. Deformation can be pre-defined (using a mathematical function or similar) or resulting from the simulated physics. Both static and dynamic geometry can be elastically deformed in real-time (see the car tires in the 2nd half). This deformation method has a low performance cost if implemented properly. The current prototype is CPU-based and quite expensive. Still it’s cheap to render small deformable objects. A properly implemented GPU-based solution will most likely speed up soft-body rendering by well over 1000%. As usual, the geometry can be modified in real-time. The old eraser tool’s aiming ray doesn’t recognize any deformation information produced by this new feature. That’s why the mouse pointer isn’t followed by the eraser tool accurately. The ground behaves a bit like a rubber sheet. The physics behind it probably resembles some physically incorrect methods used in older games (and many new games, too). This model reads the physical state of things but doesn’t communicate anything back to engine’s physics simulator. It only updates the renderer so that it can render stuff the way it is expected. The deformation of tires depends on the force exhibited by the suspension. This implementation doesn’t require the simulation of atom-atom interactions. That’s why the shape of the deformed tire geometry doesn’t necessarily copy the shape of the ground. Different effects can be combined. And all can be edited in real-time. This is the engine running on a XMG-P722 notebook. It was assembled in 2012 but it’s still a high-performance piece of tech today. The engine runs mostly smoothly with the whole scene being deformed using a simple mathematical formula. Also the buggy deforms the ground and the pressure deforms the tires. Computationally-wise both the tire and the ground deformation are cheap. A proper GPU-based solution will have an almost negligible impact on the performance. I now work full-time on this project.
You can help me to keep it alive! You can make a donation
(see the link on the bottom of the following screens), or spread the word about Atomontage Engine, voxels, etc. I believe the 3D graphics industry desperately needs a revolutionary leap forward and voxels are the right way to make it happen!
Thank you for your time.