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Besides, Brick Rigs is made in Unreal Engine... A software which literally advertises dynamically destructible cities in their show-reel compilations.
I mean the buildings being made up of individual pieces. And contrary to what seems to be popular belief, this does NOT have to be laggy or cpu-intensive.
I'm relatively new to Unreal Engine, but this is how I understand the program being run:
Before a vehicle is broken apart, the computer sees it as one object. That means rather than simulating physics for every brick in the vehicle, it casts a single collision mesh over the entire construction.
As far as the computer sees it, 1000+ connected bricks may as well be 1 brick. This is what makes Brick Rigs possible in the first place.
If you had 1000+ bricks that were disconnected - or simulating each their own instances of physics, then sure, the program would lag and probably crash. So you'd need a way to get rid of those individual pieces before they start weighing down the system.
One solution is to just delete all the individual pieces, after a certain amount of time of being disconnected.
Alternatively, you could take all the pieces that have stopped moving, and snap them back to a grid, reconnecting them to the ground plane in a shared physics mesh. That way, you'd be able to keep the pieces while optimizing cpu.
But before the building is broken, you don't have anything to worry about cpu-wise - no matter how big or how many pieces.
And as I said before, this concept is literally one of UE's features. Take this demo video, for example:
https://youtu.be/efA0HsK92Tc
You can find similar videos all over YouTube; all demonstrating the same concept, and all made in Unreal. In Brick Rigs, implementing this would be even easier; as you wouldn't have to figure out where to fracture the vehicle/building/chunk of whatever - the model would already be separated into bricks.
Thanks for reading!