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.