Consume Lane 2's pre-fractured props in the Godot game. Smashable.shatter() now prefers a <name>.fractured.glb sibling: it instances the fractured template and turns each chunk_00…chunk_NN mesh into its own debris RigidBody3D that inherits the intact body's velocity + the smash impulse (box collider per chunk, debris group so the HUD count + Juice keep working), falling back to primitive shards when no fractured sibling exists. _glb_piece auto-wires the sibling, so every GLB prop upgrades for free. Smashable gains hits_to_break + is_boss: the office PRINTER is the level boss — it sits on a desk, soaks 5 hits (rocking with each), then bursts in a bigger juice cloud into its 16 GLB chunks. Six more Lane 2 props (crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable, office-desk) are scattered as smashable furniture; the store crate/rack also pick up real 8-chunk shatter from their mirrored fractured GLBs. Assets pulled into game/assets/store/ (intact + .fractured.glb): office-printer, office-desk, crt-monitor, filing-cabinet, water-cooler, cardboard-box, turntable + record/crate/rack fractured siblings (generated via meshgod's Voronoi fracture CLI). Verified headless: smoke test clean (0 script errors), printer boss soaks 4 hits then spawns 16 chunk bodies, a crate spawns 8 — both real GLB chunks, not primitive shards. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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| .. | ||
| assets | ||
| scripts | ||
| .gitignore | ||
| main.tscn | ||
| project.godot | ||
| README.md | ||
Destroyulator — Cascade Prototype
Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics. Built to prove two things on the M3 before committing: the destruction feels good, and the frame rate holds.
Run it
Editor (easiest): open /Applications/Godot.app, import this folder (game/), press F5 / ▶.
CLI:
/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game
Controls
| Input | Does |
|---|---|
| Left-click | Swing the (nerf) hammer at whatever's under the cursor |
| S | Rain 500 rigid bodies — the Day-0 stress gate. Watch the FPS counter hold. |
| R | Reset the rack |
Top-left HUD shows FPS · live body count · things smashed.
What it's proving — the cascade
The rack is nested the same way your store's DB is (rack → shelf → crate → jacket → record):
- Frame + shelves start frozen (act static, hold everything up).
- Smash a shelf → it bursts into shards and vanishes → the crates on it fall → the cardboard jackets spill → the vinyl records tumble out →
- records are brittle (
brittle_speedinSmashable.gd) → they crack a beat later when they smack the floor. A record that lands flat survives — there's your comedy/score beat.
No scripted "release" logic — gravity reads the hierarchy. That's the whole point.
Files
scripts/Smashable.gd— one component for every breakable piece. ThePROFILEStable is where material identity is authored (color · shard count · brittleness · bounce). Swapwood/cardboard/vinyl/glass/steelbehaviours here.scripts/Main.gd— builds the world + rack from primitives, hammer raycast, stress test, HUD.
Next step: real art (one function)
Everything is grey primitives so it runs with zero import deps. To use your actual assets,
change _piece() in Main.gd to load a GLB instead of building a BoxMesh, e.g.
load("res://assets/wooden-rack-type-long.glb").instantiate() for the visual, keep the
convex collider. Your 3D-STORE/clean_glbs/*.glb are ready to copy into game/assets/.