Dynamic Destruction Effects in GZDoom (Build Engine Style)

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BrickJove
Posts: 25
Joined: Thu May 27, 2021 7:54 am

Dynamic Destruction Effects in GZDoom (Build Engine Style)

Post by BrickJove »

Hi everyone,

I'm looking for a way to create a dynamic destruction effect in GZDoom, similar to what you see in the Build Engine games (like Duke Nukem 3D or Blood). Specifically, I want objects like shards, debris, or body parts to fly around as separate actors when something is destroyed.

I've experimented with spawning actors on destruction, but I'm struggling to achieve the fluid, chaotic motion seen in those games.

Has anyone tried implementing something like this in GZDoom? Any advice or examples on how to handle this efficiently would be greatly appreciated.

Thanks in advance!
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Enjay
 
 
Posts: 26642
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Dynamic Destruction Effects in GZDoom (Build Engine Style)

Post by Enjay »

There are a few "gore mods" (which is probably a suitable search term for finding something to help) that do this. Brutal Doom is probably the most well known, but it's also a large and complex mod which makes it less easy to unpick if you want to see how things were done.
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BrickJove
Posts: 25
Joined: Thu May 27, 2021 7:54 am

Re: Dynamic Destruction Effects in GZDoom (Build Engine Style)

Post by BrickJove »

Brutal Doom uses A_SpawnItem for the flying parts and A_CustomMissile for blood effects. I guess that's the path I need to take.

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