Quote:Now, to achieve something like this, our coder would have to add in the code for each and every object with in each asset we wish to be "broken"?
That depends purely on how your programmers will implement this functionality, by making a helper tool for processing mesh, or by programming this universally, that depends on your programmers.
I will be working on a similar functionality, I'd like to achieve something like this -
http://www.youtube.com/watch?v=WuV6wGnmI...re=channel
however this is will be implemented in the future, right now im focusing on adding dx10,dx11 support.
If you have any specific ideas which you'd like to include when I'll be working on the destruction system, please add your ideas into "Feature Request" section so I could look at them (ideas, images, videos can help).
Quote:House *item=CAST(House,phys_hit.obj);
when i use this its always negative
you must have done something wrong, CAST is just a regular C++ dynamic cast.
perhaps youre testing encountered different object.
you should use debugging, it will automatically tell you which class is the obj, just hold your mouse cursor on the .obj member in debug mode