http://vimeo.com/6491211 [vimeo.com]
Not sure if this is a “wip” yet but more like a test that can maybe become a wip haha

It uses Johners voronoi fractureing from odforce.net, and it uses RBD group activation with a animated sphere that turns the RBD's on.
Currently using this to see if I can increase the phys simulation time, sure it's procedural and I can get cool data out like Impact/Impact/Impulse but it's still kinda sad that these 300 pieces in my bridge takes 1,5 hour to sim..while nvidia does this:
http://www.youtube.com/watch?v=8JtAdTon0JA [youtube.com]
But im enjoying myself, I am curious if I can setup some good way for particles to spawn realy cool at the break areas, but sofar no idea how to “identify” and “key” the break areas at the correct time, but problems need to be solved
