The capital ship damage ATV was awesome, thanks for showing us your work. Were these damages meant to be part of a dynamic capital damage system, or were they used specifically for generic static wrecks?
TL;DRThe shown capital ship damage was a static approach; procedural damage is planned via ship states, spawning debris is possible but tricky, and rotting "husk" wrecks are something they want to investigate.
So the stuff that you saw yesterday is focused towards a more static approach. I'm never going to say never, but the plan for the procedural damage is that of what we've already been investigating with the Retaliator, the Starfarer: we've got these states that we can go through. I think we've got five on the go now, which is obviously the on, off, auxiliary, emergency and evacuate. So all the lighting and atmospherics that you saw yesterday, that's perfectly achievable. We can do that. The spawning of the debris and the meshes, it's possible, but you'd have to be clever, because you wouldn't want to be walking down a corridor and then this debris spawns in front of you. I know a lot of people might think that's okay, but it's not okay on my front. So there are tricks that you can do there, like a lot of games with ragdolls, for example. You'll look at a ragdoll and the ragdoll's on the ground, and then you turn the camera and look back and the ragdoll's gone. So we can do tracing to understand where the player is and spawn things in and out accordingly. But the focus for this was, it's taking it, I would say, 60% towards its complete death. So the one that you saw yesterday was focused on: it's just happened, it's just gone down. You'll notice there were two distinct styles going on. The first minute of the video was very flowing and moody and dead. And then the second half was, okay, this side of the ship hasn't taken the impact. It's still functioning. It's still trying to put fires out. The emergency lighting is still going on. The sirens are going woo woo woo. So there's two archetypes going on there. But beyond that, there is again high-level plans, what we're calling husks, which, if you think about the opening of Episode VII, when she's exploring that Star Destroyer, that's something that we certainly want to investigate as well. So we'll go to a point where a ship has potentially been crashed for years, so it's rotting in its state, whether that's in a swamp or whether it's in the desert. That's something that we can do, again, with mostly shaders. And the beautiful thing about doing all this stuff is that it actually becomes cheaper and cheaper and cheaper in the engine when you do it, because you're not rendering so many lights and you're not rendering so many particles.