After playing the Red Faction demo, I was thinking about the possibility of the Unreal engine to support deformable terrain through coding. Can someone tell me if this is possible at all (even if developers can only do it):
When a projectile hits a surface, one of a few custom brushes for that projectile is "subtracted" from the map, leaving a hole (rocket hits wall, brush is subtracted right as the rocket hits the wall), and if so,
Can the engine possibly be programmed, so that it can determine when an add brush is cut from another add brush BY a subtract brush, so it falls with a set amount of gravity?
Please don't flame me for this, since I don't work a lot with the engine itself, or coding.
When a projectile hits a surface, one of a few custom brushes for that projectile is "subtracted" from the map, leaving a hole (rocket hits wall, brush is subtracted right as the rocket hits the wall), and if so,
Can the engine possibly be programmed, so that it can determine when an add brush is cut from another add brush BY a subtract brush, so it falls with a set amount of gravity?
Please don't flame me for this, since I don't work a lot with the engine itself, or coding.