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Rendering Techniques in Gears of War 2 - Unreal Engine

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Gore Mesh<br />

• Skeleton with breakable jo<strong>in</strong>t j constra<strong>in</strong>ts<br />

– Broken by script code - not us<strong>in</strong>g physics eng<strong>in</strong>e (as <strong>in</strong> <strong>Gears</strong> 1)<br />

– More control <strong>of</strong> when/how to break the constra<strong>in</strong>ts<br />

• Info per gore piece:<br />

– Hit po<strong>in</strong>ts<br />

– Type <strong>of</strong> special effect<br />

– Dependency <strong>of</strong> other gore pieces<br />

– Etc<br />

• An extra set <strong>of</strong> bone weights for all vertices:<br />

– Hand-made 4-bone weights<br />

– Weighted to properly separate all gore pieces along the cuts

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