Materal Simulation.

Discussion in 'Ideas and Suggestions' started by Whippy, Sep 12, 2014.

  1. Whippy

    Whippy
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    I was wondering, I know that the BeamNG devs are working on different materal physics, but i was wondering if they could add advanced simulation to other things than cars, what I mean is if you drive through a wooden fence, it wold break apart like a real wooden fence would! it would look so coold! I remember seeing some simulation on it but I forgot where I saw it, some where on YouTube ;P, but I think it will make BeamNG feel more like a living world, currently in BeamNG, you have a very realsitic (besides the 2013 busfag) car, that can be smashed up, but nothing else, rocks? trees? drive through a house? nothing, nothing moves! and then it feels add, when my wheelds get torn off because I hit a small rock that doesn't move, moving rocks and trees that could snap with realistic physics would make BeamNG a tun of fun! just an idea, I get that it would take AAAAGGGEESS to make, and optimisation would be really hard, and it won't be a easy task, but it would be really cool :D

    Just an Idea ;P

    -Whippy
     
  2. Occam's Razer

    Occam's Razer
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    Ideas such as these have been suggested many times before. I think (don't quote me on this, though) that slightly more destroyable maps are planned, but currently require a few major features to work properly. These include:

    • Support for Node/Beam sleeping (JBeam objects aren't simulated after reaching a minimum speed or being more than a maximum distance from the player)
    • Support for rotating N/Bs in editor
    • Support for anchoring Nodes to world space, and possibly
    • Support for map-dependent JBeam objects
    A few static JBeam objects exist for demonstration (stop signs, Jersey barriers, etc.), but are somewhat useless to map makers until the above needs are fulfilled.
     
  3. n0ah1897

    n0ah1897
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    Depending on the level of detail you'd put into world destruction, you'd also have to have a significantly faster cpu. Unless they could through map destruction onto the GPU with OpenGL, the cpu would have quite a bit more to simulate.
     
  4. richwoodrocket

    richwoodrocket
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    That would be awesome to see the ground behave like spintires in BeamNG.
     
  5. Dummiesman

    Dummiesman
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    These can be done without jbeam. Providing Torque has support for joints and physics objects.
     
  6. Again_Dejavu

    Again_Dejavu
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    The trick would be if those joints and physic objects would actually interact with Beamng's stuff. It's basically it's own self contained bubble right now.
     
  7. WacKEDmaN

    WacKEDmaN
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    ooh damn! I shoulda checked the threads a bit harder!... altho the OP is asking for deformable materials...
    deformable materials could just use something like vertex deformation sorta like how cars in other sims deform (GTR/GTR2 has vertex deformation)


    id like to see grip levels for various materials..instead of having grass that acts like asphalt for example!
    Physical-properties-for-materials
     
    #7 WacKEDmaN, Sep 17, 2014
    Last edited: Sep 17, 2014
  8. BlueScreen

    BlueScreen
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    N/B objects can collide with static objects. All you'd have to do is replace those static objects by physics objects, they should work.

    Different materials have different physical properties.
     
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