I have a question regarding impact-based destruction with bullet physics

Hi guys,

I’ve looked all over the forum and across the internet but can’t find a solution to what I’m trying to achieve. I have a circular brick wall with each individual brick modeled (via a python script) and set to rigid body with collisions (this is baked - it won’t be realtime). When I hit the wall with a heavy ball, part of the wall breaks as intended, but the rest of the wall slowly but surely collapses as well. See here:

Now while it does look awesome (IMO), in reality the remaining bricks should hold their shape as they’d have mortar bonding them together. This is really just simulating a stack of disconnected bricks (which is what it is).

3dsmax Reactor has a concept of a Fracture object. You can add objects to it (such as a bunch of bricks) and tell it not to break unless an impulse/velocity is exceeded. This not only keeps the objects together, but parts of it can break without affecting other parts. So what I’d expect to see is the first chunk of bricks get broken but the rest of the structure remain standing.

It’s not enough just to increase the physics substeps or increase the damping/friction/inertia etc. - the behavior I’m after is different. Phymec seems to be able to achieve this in his latest video:

Any help would be greatly appreciated :slight_smile:

Theoretically, you could use something like this:

You’d get the hitposition of the object in python. You’d then take the positions of all the objects in the wall, and if they lie outside a certain radius of the impact, suspend their dynamics. I beleive playing with the mass is another option, but if you have the wall disabled dynamic by default, it would theoretically save physics.
I’d go with the mass / friction, but here is the logic idea in rough.
tester.blend (455 KB)

Thanks for the quick response! I must say I haven’t done much at all in the GE so I’m not sure what it’s capable of but your example looks pretty good. Unfortunately it probably won’t solve the end goal which is a brick wall about 6-8x higher where the base is blown out and the tower keels over while crashing to the ground. I’ve put together this 3dsmax comparison to try and illustrate the nuance:

So the falling ring of bricks breaks apart on impact (as they should) but the broken pieces influence those that are still connected in the air and cause them to decelerate and rotate slightly while maintaining their ring shape (since the velocity change on the upper side of the ring is not great enough to break it apart).

I don’t ask for much do I? :wink: