Brandon Withington | XR Software Engineer

Runtime Ragdoll, Procedural Mesh Fracturing & Softbody Damage Systems

This project introduces a highly complex, real-time physics and destruction engine designed for a synchronized multiplayer environment. It consists of three seamlessly integrated systems: a dynamic avatar cloner that auto-generates anatomically correct ragdolls from any humanoid SkinnedMeshRenderer, a procedural mesh slicing engine capable of volumetric CSG carving, and a performant softbody deformation system for vehicles and dynamic props.


Technical Breakdown

1. Dynamic Avatar Cloning & Ragdoll Generation

Creating ragdolls at runtime from arbitrary player avatars requires precise mathematical mapping rather than pre-authored prefabs.

2. Real-Time Procedural Mesh Slicing (Planar)

When a high-velocity impact is detected, the fracture system slices the mesh dynamically without relying on pre-fractured assets.

3. Volumetric Carving (CSG & BSP Trees)

Beyond planar slicing, the system supports taking physical “bites” or chunks out of meshes.

4. Real-Time Softbody Deformation (Vehicle Damage)

To simulate localized metal crumpling and denting upon impact, I engineered a highly optimized vertex-displacement system.

5. Integration & Network Synchronization


Technologies Used

My Role