Hi all,

I wanted to share same ideas I have on cruising a car. When you drive in a virtual wall you would expect a car that it doesn't look the same as before.

How to crush a car in a virtual world?

Idea 1: As I'm using DirectX I could just pick the vertex buffer and displace some vertices as I like. But what if I have 10 cars. I need 10 vertex buffers. If I have 100 cars, I need 100 vertex buffers...

Idea 2: Only use 1 vertex buffer and displace everything in a shader on the video card. What I could do in this case is define some points on the car with a radius of 1 meter and displace everything inside upon crash.
To clarify: For example 2 on the front, near the front lights. When I drive into a wall I move the points back for about 0.2 meters. Now I can calculate in a shader the offset with some random value and it should look like it's crushed in front.
With this I only have to save a few points with a radius and the offset.

I like to hear your idea and what you think of it.