The bottom line
Games make real-time destruction affordable with clever shortcuts such as swapped props, live mesh cuts, soft bodies, grids and voxels, and stress checks, not with raw processing power. Each shortcut reshapes the rest of the game, so destruction should be added only when it serves the design.
Key takeaways
- Real-time destruction is hard because unpredictable physics and debris can tank the frame rate. 0:40
- It reacts to the player's actions, unlike pre-canned cutscene animations or buildings that always fall the same way.
- The most common trick is to store an intact and a broken version of an object and swap them. 1:58
- Control takes it further with many separate pieces joined by physics joints, plus particles and decals to hide the swap.
- Battlefield: Bad Company 2 builds its buildings from prefab pieces that each swap to a destroyed variant.
- Other games skip the prepared version and cut or deform the object live. 3:49
- Astro Bot slices the 3D model along a plane, adds new surfaces and collision shapes, and outputs two models in a single frame.
- BeamNG.drive builds cars from nodes joined by stiff spring beams, so a hit pulls the connected nodes and crumples the car.
- Splitting the world into grids and voxels gives fine control over what breaks. 6:51
- Far Cry 2 spreads fire across an invisible grid where burning cells damage their neighbours, with wind adding direction.
- Teardown uses tiny voxels, and any loose cluster becomes a new rigid body that falls and rolls.
- A stress calculation lets whole buildings fall for believable reasons. 12:52
- Red Faction: Guerrilla fails a layer when its strength drops below the weight of everything above it, and the falling parts can crush other structures.
- The Finals uses almost the same system, but on Unreal Engine 5 with far more memory than an Xbox 360 had.
- Every technique affects art, lighting, sound, AI and level design, so it must serve a design goal. 16:16
- Donkey Kong Bananza's director says that when even the paths can be destroyed, designing levels for that flexibility was a huge challenge.
Destruction should be there to support your game design goals, not blow them to bits.
Mark Brown
Chapter summaries
0:00 Intro
Live destruction means reacting to the player in real time, so every game relies on cheap tricks to protect its frame rate.
- The topic is destruction that happens during play, not scripted scenes. 0:05
- It covers smashed cars, levelled buildings, terrain deformation and fire spread.
- Pre-canned cutscene animations and buildings that always collapse the same way are left out.
- Six games are used, each with a very different technique.
- The goal is to blow up the world without blowing the memory budget.
- Clever algorithms and "magic tricks" make this affordable. 0:57
- Cost-cutting algorithms stand in for brute force.
- The risk named is a tanked frame rate from physics, particles and lumps of debris.
1:29 Control
Control extends the swap trick with many small joined pieces, particles and decals so breakage looks local and physical.
- Most shooter props break by swapping an intact model for a broken one. 1:58
- Both versions sit in memory, and the swap happens when the object is attacked.
- Control uses the same idea, taken much further.
- Almost every shooter is full of props that work this way.
- Many independent pieces let objects break where they are hit. 2:16
- Each piece can be destroyed on its own.
- Pieces are physics objects joined together, so a table broken in half falls into two parts and collapses realistically.
- Jesse's telekinesis can rip chunks of concrete out of a wall.
- The joints are what make the collapse look realistic.
- Particles, material tags and decals hide the seams and sell the impact. 2:39
- A particle effect covers the moment of the swap.
- Props tagged metal, concrete or wood play a matching effect.
- Decals are stickers like bullet holes and craters.
- Control's decals trick you into thinking you dented the wall.
3:17 Astro Bot
Astro Bot cuts objects live, so no broken version has to be prepared in advance.
- The game slices the 3D model itself at the point of the cut. 3:49
- It projects a flat 2D plane under Astro Bot and divides the model there.
- It adds new edges, surfaces and collision shapes, then outputs two models.
- This all happens in a single frame.
- The logs cut where you damage them, so storing thousands of variants is not the answer.
- The same slicing tech powers several other games. 4:09
- Rainbow Six: Siege uses it to shoot through walls, and Hardspace: Shipbreaker uses it to cut spaceships.
- Red Faction on the PlayStation 2 used it to cut spheres out of walls.
- Live cutting is costly, so it has limits. 4:36
- It only works on simple shapes.
- Broken pieces are usually hidden after a while to save memory.
- The payoff is destruction done in real time rather than prepared in advance.
4:52 BeamNG.drive
Soft body physics lets a car's shape truly change, which changes how it moves and collides.
- Soft bodies bend where rigid bodies keep their exact shape. 4:57
- World of Goo and Jelly Car Worlds use the same idea for squishy objects.
- Scaled up, it gives BeamNG.drive extremely detailed, realistic deformation.
- Nodes joined by stiff beams crumple when one node moves. 5:34
- Nodes are floating points in space, and beams act like stiff springs that resist stretching.
- A moved node yanks its beams, which pull their nodes, creating the crumple.
- Most racing games use shaders and textures for purely visual damage.
- Soft body games like BeamNG and Wreckfest squash the car model, which changes how it interacts with the environment.
6:31 Far Cry 2
A simple grid of hit-point cells creates convincing fire spread.
- An invisible grid over the ground turns fire into a chain reaction. 6:51
- Each cell has hit points, and a flammable cell that loses them all catches fire.
- A burning cell damages its neighbours, so fire spreads from zone to zone.
- A molotov on dry grass can grow into an inferno engulfing trees and buildings.
- Small rules add nuance to the spread. 7:23
- Each cell burns for a finite time, then stops.
- More hit points make a cell harder to ignite, like wet jungle versus dry grass.
- Burning cells deal more damage to neighbours downwind, as if a gust were corralling the fire.
- The system is deceptively simple but has a strong effect.
7:55 Teardown
Shrinking the grid cells raises destruction detail, and Teardown adds physics to tiny voxels.
- Smaller grid cells give finer destruction in 2D. 8:04
- Spelunky removes tiles and swaps neighbouring sprites to hide rough edges.
- Noita goes down to single pixels, with practically infinite granularity.
- Reducing the size of the grid is the only change from Spelunky to Noita.
- Voxels extend the grid into 3D. 8:49
- Minecraft cubes can be added and removed freely.
- No Man's Sky, 7 Days to Die, Astroneer and Donkey Kong Bananza also use voxels.
- Bananza's layers are hundreds of cubes packed like dirt.
- Most use smoothing algorithms such as marching cubes to avoid the blocky look.
- Teardown uses tiny voxels and turns loose clusters into rigid bodies. 9:44
- A piece of furniture is hundreds or thousands of blocks, not one cube.
- Loose voxels become a new rigid body that falls, hits objects and rolls.
- Unlike other voxel games, Teardown has no floating platforms.
10:23 Red Faction: Guerilla
A stress check lets a building fall when its structure fails, which looks more real than falling on a fixed trigger.
- Other games decide when a building falls with fairly arbitrary rules. 11:07
- Teardown drops an object once it is fully cut off from the ground.
- Bad Company 2 plays a canned collapse after enough prefab pieces are destroyed.
- Teardown can leave a huge building standing on a single strand of voxels.
- Just Cause only lets you topple small structures.
- Red Faction compares each layer's strength to the weight above it. 12:05
- Buildings are hundreds of destructible parts, grouped into layers like a stack of pancakes.
- Destroying parts lowers a layer's strength until it fails and everything above becomes loose physics objects.
- Each part has a weight and a strength. Concrete pillars have far higher strength than glass.
- Bridges and overhangs need more complex layer groupings.
- Falling pieces can do damage, and the slow calculation is the cost. 13:42
- A top layer can crush the floors below or tip over and punch a hole in a neighbouring building.
- The calculation takes a while, so buildings sometimes fall late.
- Going frame by frame, you can see the moment the upper layers turn from static to physics bits.
- It ran on a PlayStation 3, over a decade old.
15:49 Conclusion
Destruction techniques spread through a whole game, so they only pay off when they serve a design purpose.
- Each technique forces the rest of the game to cope with a changing world. 16:16
- Art, lighting, sound and AI pathfinding all have to adapt.
- Teardown's designer calls full destruction compelling for the player but a nightmare for the game designer.
- Noita maker Nolla says a realistic simulation does not automatically give interesting gameplay.
- Design usually sets limits, and destruction throws them out.
- Destruction needs a reason, such as combat, creativity or simulation. 17:40
- It can deny cover, open new lines of sight or collapse structures on enemies.
- It can let players dig tunnels, trapdoors and slides.
- Other goals include immersion, replayability and a deeper sense of simulation.
- Mark Brown's rule: destruction should support design goals, not blow them to bits.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Real-time destruction in games comes from clever cost-cutting tricks: swapping intact and broken props, slicing meshes, soft body physics, grid-based fire, voxels, and stress calculations on buildings. The Red Faction: Guerilla stress system, and how The Finals reuses it with modern hardware, makes it worth watching, along with the warning that destruction must serve the design.
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