[Free/PWYW] Breakable dungeon barrel: physics debris, 3 wear states, LODs (Godot 4.4)

No dungeon is complete without a barrel the player can’t help smashing, so here’s one for Godot 4.4 to sit beside my Dungeon Chest Sampler. It comes in Pristine, Weathered and Damaged states with an LOD1.

  • Call hit() three times or break_apart(), and it bursts into 31–32 physics pieces that settle and fade out. About 10.5k tris for LOD0 (5.3k for LOD1).
  • Runtime collision comes from an MIT-licensed dungeon_prop.gd, so you don’t need an import script. The demo scene uses visibility ranges for LOD switching.
  • Known limits: the demo uses Jolt (built into 4.4), where debris rests cleanly. With the default GodotPhysics engine, barrel pieces can sink up to about 1 cm into the floor. Broken ends are flat-cut. I’ve only tested in the Compatibility renderer, and Forward+ is untested.

Made with AI-assisted scripting in Blender (procedural modelling). Textures come from Poly Haven CC0 scans, and no image-generation models were used.

Pay-what-you-want, free is fine: Breakable Dungeon Barrel by Ninefold Forge

Honest question: is about 10.5k tris too heavy for a barrel you’d scatter around a room, or does the LOD1 cover it? And what should fall out when it breaks?

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This is a shining example for “don’t use AI if you don’t know what you do”
Just because godot can open your .glb doesn’t mean this is gameready. Last week i imported an 3D scan of a KUKA robot (1,5 million tris) and godot rendered it, but it still doesn’t mean it’s useable for games.

So, yes. there are faaar to many tris for a barrel which is only a filler in a room (the same goes for your lantern)

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Yeah, fair enough @ieishi, you’re right. 10.5k for a barrel that’s just going to sit in a corner is way too much, and the lanterns weren’t much better. Thanks for calling it out.

So I went back and rebuilt the barrel, crate and lanterns properly low-poly this time (new meshes, not a decimate), with the detail baked into the textures:

Prop Before Now (LOD0 / LOD1)
Barrel 10,528 392 / 104
Crate 4,248 80 / 38
Lanterns ~4.4–5k 220–262 / 88–116

The debris got way lighter too, and the whole set went from about 144 MB to under 20 MB. The HD versions are still in there if anyone wants them for close-ups.

Side-by-side is above (old on the left). You lose a bit of edge detail up close, but at normal distance it’s pretty hard to tell. The updated versions are up on itch now. Appreciate the push, they’re a lot more usable now.

This is so much better!

Don’t mind extreme close ups to much. If anybody makes a game where your barrel is the must interesting thing, then it’s probably not a game worth to play :smiley:

But i’m kinda curious, how exactly do I have to imagine your “AI-assisted scripting in blender”?

Ha, fair. If the barrel’s the highlight, something’s gone wrong :grinning_face_with_smiling_eyes:

Honestly, I’m not the fastest modeler, and I learned on Maya, so jumping into Blender threw me for a loop. I kept trying to translate every tool back to Maya. That’s why the meshes are built from Python scripts in Blender instead of modelled by hand, and an AI helps write and tweak those scripts. I still make the calls on what looks right, which clearly needed some work on tri counts lol. Textures are CC0 scans, no image generation.

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Oh, then i misunderstood your AI-assisted creation path. I thought it’s one of these “Hey blender, make me a blablabla” things. Sorry!

I know exactly how you feel about blender.
I started with 3DsMax 20 year ago, then i have done nothing with 3D for 15 years (Kids and so time consuming things) and 2 years ago i startet with blender.
I hated it so much at the beginning, because everything was there but at other places, shortcut were different and so on. But now i will never go back.

I’m also not the fastest modeler and i’m also not perfect at it, but i simply love it. For me it’s the same as knitting for old grannies :smiley:
But modeling with scripts piqued my interest now, thank you!