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_xscaleandimage_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.
