Building implosion
In the controlled demolition industry, building implosion is the strategic placing of explosive material and timing of its detonation so that a structure collapses on itself in a matter of seconds, minimizing the physical damage to its immediate surroundings. Despite its terminology, building implosion also includes the controlled demolition of other structures, like bridges, smokestacks, towers, and tunnels. This is typically done to save time and money of what would otherwise be an extensive demolition process with construction equipment, as well as to reduce construction workers exposure to infrastructure that is in severe disrepair.
Building implosion, which reduces to seconds a process which could take months or years to achieve by other methods, typically occurs in urban areas[citation needed] and often involves large landmark structures.
The actual use of the term "implosion" to refer to the destruction of a building is a misnomer. This had been stated of the destruction of 1515 Tower in West Palm Beach, Florida. "What happens is, you use explosive materials in critical structural connections to allow gravity to bring it down.
The term "implosion" was coined by my grandmother back in, I guess, the '60s. It's a more descriptive way to explain what we do than "explosion". There are a series of small explosions, but the building itself isn't erupting outward. It's actually being pulled in on top of itself. What we're really doing is removing specific support columns within the structure and then cajoling the building in one direction or another, or straight down.
- βStacy Loizeaux, NOVA, December 1996
Building implosion techniques do not rely on the difference between internal and external pressure to collapse a structure. Instead, the goal is to induce a progressive collapse by weakening or removing critical supports; therefore, the building can no longer withstand gravity loads and will fail under its own weight
Numerous small explosives, strategically placed within the structure, are used to catalyze the collapse. Nitroglycerin, dynamite, or other explosives are used to shatter reinforced concrete supports. Linear shaped charges are used to sever steel supports. These explosives are progressively detonated on supports throughout the structure. Then, explosives on the lower floors initiate the controlled collapse.
A simple structure like a chimney can be prepared for demolition in less than a day. Larger or more complex structures can take up to six months of preparation to remove internal walls and wrap columns with fabric and fencing before firing the explosives.
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Havok is a physics engine not a game engine... Oblivion for example runs on Gamebryo but integrates Havok physics as well as Speedtree middleware lol
There are layout difference in Soleanna? I would think it'd be for optimisation but that's really weird, TIL. It just seems wild to me that they threw together this proprietary bullshit for 06 to run on while also constructing an entire next generation engine with global illumination and stuff. Why was 06 not a Hedgehog project? Wild misuse of development talent and shit.
huh I never knew the difference between physics engine and game engine before tbh, but yeah small changes in some things that are inconsequential overall but from there I just figured they couldn't copy and paste between each version. with the ps3 being less powerful than the xbox 360 maybe that's what I noticed when I was using a guide for one of the town missions where you find them kids. You'd think they learned not to go to three consoles after heroes but guess not. mismanagement to blame for all of this but damn still doesn't answer your question of what game engine they used. edit wait it was gonna have a day and night cycle right lighting and all so I guess with that being cut the hedgehog engine just wasn't ready yet. maybe they originally planned for it but couldn't get it out in time lot of game companies love pushing shit out to compete during holidays
You can still enable the day/night stuff in 06 in debug, fwiw. It's actually fascinating that the tech they built had dynamic lighting and realtime day/night cycles, Hedgehog Engine can't really do that which is why you have a binary switch for it in Unleashed. Probably because the global illumination maps are entirely static prebaked maps.
Idk why exactly they cut day/night from 06, guessing there wasn't enough time. No data on the disc has remaining information on what time of day it would have happened at, so I think it was likely never implemented beyond the sun and moon moving. Holidays...
Heroes should have run fine on all three consoles, Renderware was purpose built to ease development between the very different PS2, Xbox and Gamecube. Who knows what 06 was built on but :yea: they started making 06 before the 360 and PS3 had final specs. They probably expected the PS3 to be more normal, or their PS3 devtools were underbaked. Who knows...