Quote: "And by the way, do you know whether or not if you do a csg operation on a model with animations if the animations will still work properly?"
I suspect in order for animations to work you have to resize the bone and joint to match the severe point. Or let it hang and animate with rag doll physics.
Quote: "That's my dilemma with destructible flesh, like how do you maintain a solid look, yet basically the model is in pieces?"
The idea behind using CSG or some other carving method real-time is so that you can maintain a whole mesh. This may require modify animation weights etc. However, i'm considering using other techniques for constructing Zombie Monsters. It doesn't have to be only about destruction.
I'm also looking at construction methods for the undead. After reviewing this Zombie Chopper
Graphically Disgusting) I've come up with an idea to construct a variety of non-humanoid undead Monstrosities from severed body parts of humans, animals, plants, machines. Lets call them Golems for short. Golems could mimic the shapes of Dragons, Giants, Insects, and other Monsters. They could also have powerful weapons and skills other than bite.
I would prefer pulling off the construction in real-time (in a animated manner) so players can see the parts assemble into monsters. I can visualize some sorta Zombie Resource Supply System taking shape here: Healthy Human --> Zombie --> Zombie Parts --> Golem --> Loot. The Golem System could supply game with plenty of strange monsters to destroy, besides just Zombies. After all, its an RPG, and I desire it to have many variations of monsters.
Quote: "Also collision is another biggie, unless you could find a way to do limb collision(I havent figured it out yet, I know gdk has limb collision built in), you'd basically need to have the body in several segments and then you could check when a collision happens based on the coordinates of the bullet vs the coordinates of each body part, wouldn't have to be perfect at all, just enough to add that extra flair."
I don't use DGDK, but, if limb collision doesn't work you'll need a custom solution. There are many ways one could go about this. You could possibly attach additional collision shapes to the skeleton or use some technique to scope-down and approximate collisions. I'm driving all collisions in my engine with BulletPhysics
which also handles rag-dolls.
Quote: "Thats the huge benefit of my particle system, while darkgdk is limited to just images(and they still dont come out right, you have to ghost them which makes anything you want to look solid look see through), my particle system you can load anything you want into it, images, models, etc, and you have full control because they are actual 3d models."
Excellent. That's exactly what I'm doing my Particle system. What type of optimizations are you using (ie: LOD)? BTW. Thanks for new download. I successfully launched it. Very nice indeed.