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Roadmap

Planned after this first release:

  • Improving the algorithm's performance, then advancing runtime destruction — the goal is for it to be very fast, reliable, and to work on most meshes.
  • Bug fixes.
  • Mesh simplification of the resulting shards — fragments are currently too high-poly, so reduce their triangle count while preserving the overall shape.
  • LOD support.
  • Per-bone / partial skinned destruction (breaking off individual limbs). Whole-object skinned meshes already break as a current-pose snapshot — see Limitations.
  • The slicer as a standalone feature/component.
  • More advanced fracture algorithms (e.g. Voronoi diagrams).
  • More advanced slice-surface triangulation.