9/11 qin-shi-huangdi-fireball

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.

  • Stacy 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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  • ashinadash [she/her]
    ·
    2 months ago

    I once asked about timelines for engine development in mid-2000s sonic games, send help

    • Wmill [they/them]
      ·
      2 months ago

      still wild 06 used havok engine like dark souls, hedgehog engine for unleashed means 06 really was the dark souls of sonic

      • ashinadash [she/her]
        ·
        2 months ago

        I can't really tell what 06 runs on and the situation is bizarre. Basically one of the Unleashed guys says Hedgehog Engine began development in 2005, which would mean its development was concurrent with 06, which runs on some proprietary thing. This means either that 06 was going to be their new technology platform and they abandoned it, or more likely that 06 was a bizarre piece of throwaway tech and Hedgehog was always the target. Also it's worthy to note that Hedgehog Engine, 06 and Shadow were all in development concureently for a sec.

        Post about it

        • Wmill [they/them]
          ·
          2 months ago

          Fire post I'll post some stuff there but I always thought with how spread out their resources were they just went to havok. Game does have that rag doll action I've always associated with dark souls and with some tiny differences in placement of benches and trees in soleanna I figured each one was their own project ps3 and xbox360. Secret rings took more people away so with so much work under so little time guess it was too early for the hedgehog engine's debut. Shadow for sure runs on heroes engine just less slidey and floaty that homing attack extended and rapid fire reminds me too much of it to be anything else.

          • ashinadash [she/her]
            ·
            2 months ago

            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.

            • Wmill [they/them]
              ·
              edit-2
              2 months ago

              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

              • ashinadash [she/her]
                ·
                2 months ago

                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...