Breaking glass in the Source engine + bouncy materials + bullet-time
This is a demonstration of glass materials and particle effects I’m creating for an undisclosed personal project, using the Source game engine.
Originally I aimed to have the windows break seamlessly into unique 3D modeled gibs, but I soon learned that physics simulated 3D glass shards didn’t behave as realistic as I hoped.
Then it came to me to try and achieve the effect using the Source particle editor instead. After a few days of work and rigorous testing I’m quite happy with the results!
I also made a fun little rubber ball (with a custom material property with extra bounciness). Not sure if it will end up in the final game but it’s fun to play with, and use as a tool to test this kind of stuff. :-)
Although not shown in this video the glass shards actually react to 3D props as well in addition to world geometry. What this means is that if the player for example pushes a table through the window the glass shards fall on the table instead of falling through it. A