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How Games Do Destruction

535K views · Oct 2, 2025 · Gaming

Comments · 989

  • @tbotalpha8133 · 11 months ago (edited)

    Aw, you left out one of the funniest stories from the development of Red Faction: Guerilla. When the devs built their engine, the first buildings they modelled within the system kept collapsing under their own weight. Because the 3D artists didn't understand how to make structurally sound buildings. They had to learn some real-world construction principles, before they could design buildings that would stay up within the game's engine.

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  • @elotufo · 11 months ago

    “Hey Mark, can you talk about the Gorilla destruction game?”<br>Mark: “Yeah, I love the Guerrilla destruction game”

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  • @YelovXD · 11 months ago

    I don&apos;t think it was mentioned, but The Finals&apos; destruction is simulated server-side, which makes it different from all the other games mentioned.

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  • @Collisto2435 · 11 months ago (edited)

    One other nice thing about Red Faction Guerillas destruction is the sound design. While the building is deciding whether it&apos;s about to fall down or not, you can hear the stressed components creaking under the weight of what it&apos;s supporting. You can literally <b>hear</b> the structure failing.

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  • @Mikkelstorgaard · 11 months ago

    The Finals is amazing. Destruction is an integral part to both defense (like carving out a sniper nest or removing walls to prevent ambushes), and offense (blow a hole under the enemy team&apos;s cash point)

    852

  • @TheJackaxe · 11 months ago

    Control is great for this, every gunfight starts in a clean, tidy space and ends up a complete mess. Starting from an intentionally blank slate makes seeing everything fall apart more impactful.

    656

  • @danielsilva9502 · 11 months ago

    Just a suggestion, the fact that most of your viewers do not intend on making games, doesn&apos;t mean that they are not interested in going into more detail. I don&apos;t particularly intend to make games, but I do love the technical part of it, just like people who will never make a movie like watching behind the scenes.

    360

  • @semario2606 · 11 months ago

    The destruction in the Finals is on a whole another level, and it was just updated to be even wilder. The amount of dynamic gameplay it provides is unreal.

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  • @HotdogDivebomb · 11 months ago

    Love the video, but just a quick aside about the comment at the end:<br><br>Please don&apos;t assume just because a lot of your viewers are gamers that don&apos;t plan to make a game that means that they don&apos;t want to hear the nuts and bolts. &nbsp;People watch GMTK because they like how you talk about these concepts. &nbsp;If you&apos;re concerned that you might be getting too technical, try asking with a targeted poll instead of making inferences from a poll that doesn&apos;t actually address the question.

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  • @FedericoTrentonGame · 11 months ago

    the finals really left me shocked when I played it for the first time and the destruction was happening in real time on my old 1070 without denting my capped fps... no stuttering, no lag. half the lobby of a place was falling down and you could run and hop on the next floor instantly without lag.<br><br>the only UE5 game that runs on my pc btw. even robocop gives me the 13fps in the menu screen and it&apos;s unplayable in game. idk what they did with unreal 5 to make it work but they are great

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  • @jj_baldman · 11 months ago (edited)

    I’m surprised Metal Gear Rising wasn’t included in this. Cutting down parts of the environment and, more importantly, the enemies in hundreds of possible angles and pieces is one of the most impressive feats in this category.

    348

  • @ItsJustSmeef · 11 months ago

    Lots of us haven’t made games, but learning about the how and why in more technical terms is exactly why I’m here. I love games and extremely curious about the inner workings of these systems.<br><br>If it was just up to me, I’d say bring the on the details! Love your videos

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