Chaos Physics - Jonathan Kohl


Instead of a boring death animation I wanted the player to experience more satisfaction in killing AI. I began looking into Chaos Physics and how to use a geometry collection. I first ran into problems spawning the Geometry Collection, I could not use a skeleton mesh for the geometry collection, and then I ran into performance issues. with so many obstacles in adding this feature I almost decided to scrap it from the game and default to a more traditional kill animation. 

The first issue was that the mesh was not compatible. I solved this by simply using a column object from the unreal collection then created a geometry collection from that. When I spawned this object into the scene after the AI died, there would be a two second freeze. I decided to make an asset pool, so that I only needed to change the objects transforms. When I tried to call teleport, the objects wouldn't budge. I ended up toggling physics until I moved the collection. This solved my problem. Lastly, I was creating an absurdly large geometry collection that nearly broke the game when shattering. This required research to learn more on how to properly make a geometry collection and made a more reasonable asset.

 

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