Destroyable, breakeable or deformable objects often appear in video games either as aesthetics or crucial part of the game. But these changes to the objects are rarely accurate in the sense that they do not neccesarily change the way they were actually affected by the environment. Developers disregard this accuracy in exchange for better performance, and the deformable objects bend or break in a predefined way in most video game environment.
Sliceable objects are especially rare in video games, and if they do appear and the object is sliced accurately, than it usually happens in a two dimensional environment. Three dimensional slicing does exist, but is rather scarce.
In this thesis, I will take a close look at the possible methods, to perform a three dimensional slicing. I will examine the possible ways to cut objects, and also the algorithms perform the slicing. I will also explore ways to create a new surface where the slicing took place, and ways to retexture the object. I will also implement some of these methods, and test their performance. For this, I will use the Unreal Engine 4, nowadays commonly used by video game developers.