Gestel, J. vanBidarra, R.Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.2021-06-182021-06-182021978-3-03868-152-6https://doi.org/10.2312/pt.20111142https://diglib.eg.org:443/handle/10.2312/pt20111142Traditional content creation for computer games is a costly process. In particular, current techniques for authoring destructible behaviour are often limited to a single object basis. In this paper, we build on previous research results to develop a novel method for designing reusable destructible behaviour which can be applied in real-time to a variety of objects. To separate the destructible behaviour from particular objects, we introduce the concept of destructible materials: where the material of an object usually defines the way an object looks, a destructible material will determine how it breaks. Destructible materials provide a reusable definition and intuitive way of designing and tweaking destructible behaviour of objects in game development, which can then be applied in real-time.Categories and Subject DescriptorsI.3.5 [Computer Graphics]Computational Geometry and Object ModellingGeometric algorithmslanguagesand systemsAdditional Key Words and Phrasesprocedural destructiongamesfracturescracksProcedural Modelling of Destructible Materials10.2312/pt.20111142147-152