@Pifanjr @Zloth disregard my statement above about that mission being bugged. I thought that picture was of the final area of the game. That's where I bugged out.
****
Does anyone know how they make destructible environments in games?
Had a dev ask me to do something, and I spent 2 hours stacking assets around a small area and checking off my FPS at specific milestones. For some reason he told me not to talk about it, so I can't say which game, but I realized as I was doing it how nuts all his models are. The environment is fully destructible, and he's made every model out of a bunch of smaller models joined together. For instance, with a wooden chair, each leg has 3 segments. Shoot the chair leg and it will break at the nearest segment to where you shot.
The chair was fairly reasonable, but there are other models that have a lot of models stitched together...a lot. And the FPS just tanks.
I always assumed that if you blew up a brick wall, that before you blew it up it was just one model, and after you blew it up, the game replaced it with a model of rubble with a few individual bricks scattered around. But in this game, the wall starts off made of a hundred bricks, and each brick is two models, a 2/3 brick and a 1/3 brick fused together. And if you break a wall, you can pick up the individual bricks (which is kind of cool).
I'm not trying to give him any advice. I have no idea how to do this, but this doesn't feel right to me. It's not my game and I refuse to mess it up, so I'm keeping my mouth shut. I was just curious if anyone knew how this was usually done. I thought destructible environments were more smoke and mirror than this.