Skip to content

Upcoming Features

The following list of ideas includes features that might or might not be introduced in the future. There's no guaranteed order to these. If you have a feature you'd like to suggest, please open a New Issue with the feature label.

  • Cutting shapes. Split an instance along a line instead of fracturing the whole thing. .ConvexCut() cuts through a world point along a direction angle. .Cut() combines collision_line_list() and physics_raycast() to cut every instance a line passes through.
  • More convex patterns. .ConvexSpiral(), .ConvexShatter(), .ConvexRecursive(), etc.
  • Hull caching. Convex hulls from sprite_get_convex_hull() cached via GML code generation, both automatically on fracture and through separate caching utilities.
  • Piece cap. A global limit on live Pieces to keep heavy scenes from accumulating too many bodies. Destroy oldest Pieces as new ones come in.
  • Affectors. Forces applied to Pieces after a fracture. .Blast() for a one-shot radial impulse, .Push() for sustained pushing force, .Erase() for removal.
  • Delta-based settle detection. Detect settled Pieces by tracking position deltas across frames instead of relying on phy_sleeping.
  • Piece outlines. Draw outlines around Pieces for a stylized look. Configurable thickness, (inside/outside?), color and alpha.
  • Weighted seams. User-defined weak points the fracture prefers to break along, delivered through a mask sprite or some other distribution system.
  • Multi-fixture Pieces. Support Pieces built from multiple fixtures, allowing for more precise circular pieces.
  • Negative scale. Support for instances with negative image_xscale and image_yscale.
  • Recursive re-fracturing. Fracture a Piece again on secondary impact, with a depth cap.
  • Separate geometry from physics. Split geometry generation from physics Piece creation. Enables caching a pool of patterns at game start to pick from at fracture time, and fetching geometry without creating physics bodies for custom effects beyond physics debris.
  • Concave fracturing. Fracturing concave sprites. A complex multi-part process involving automatic concave hull generation from the sprite, outline simplification, triangulation, and the fracture itself.
  • Text and Tilemap modules. Fracturing text strings and tilemaps.
  • Chunk removal. Stateful removal of regions from an instance.