destroyulator/game
Monster Robot Party 51210215e2 LANE4 (Godot): real fractured-chunk destruction + printer boss
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>
2026-07-14 22:27:50 +10:00
..
assets LANE4 (Godot): real fractured-chunk destruction + printer boss 2026-07-14 22:27:50 +10:00
scripts LANE4 (Godot): real fractured-chunk destruction + printer boss 2026-07-14 22:27:50 +10:00
.gitignore Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
main.tscn Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
project.godot Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
README.md Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00

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_speed in Smashable.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. The PROFILES table is where material identity is authored (color · shard count · brittleness · bounce). Swap wood/cardboard/vinyl/glass/steel behaviours 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/.