Popis: |
Destructible environments have become a popular feature of computer games. Currently used game engines employ different approaches to imple- ment such environment. This thesis studies several such approaches and implements some key ideas from available research in a new, combined ap- proach. We use tessellations and boolean operations on triangular meshes to modify rigid-body objects that represent game environment, and create a simple application to demonstrate the approach in a real-time environment. We conclude that the proposed method is mainly suitable for computer games that feature low-polygon meshes. 1 |