For a wonderfully physics based game with asthonishing amounts of realism on so many levels I wonder why dirt, smoke and mud still just sprays and glitches into the cabin of every car. PBR and the new foliage really has the game brought forward, but what help is a working odometer when i cannot read it because of the dort glitching in front of it like i was riding a bicycle without mudguards ? I think its really lowering the immersion when - while every part from the sound of the gravel to the suspension working and the amazing handling offroad - dirt just flings off everywhere while using first person or exhaust smoke after losing your exhaust (which again even changes the sound and stuff) just glitches through the cabin, hood, roof... I am not familiar witch the hurdles such an implementation would cause but almost all simulators with any kind of dirt model, from rally games to trucking games have such a kind of dirt collision in place. I hope this maybe gets implemented some day, rather sooner then later as I love how massively this game already has progress even in the last months. take care and greetings from germany, your oldschool minded alphaboomer
The particle system is very basic and doesn't collide with anything, that's why it happens, no idea if it will ever get fixed as it would require either a completely new system or making the current one significantly more complex and possibly way more laggy
Yeah, it would suffice for now and some time to come of if it would just not show in the cabin. If its possible in Farming Simulator it must be possible in beam.ng. Like you could just wrap a zone around the cabin where dirt and stuff has no color. That would not really hurt performance but improve realism and the interior view.
You can't really apply the "if it works in another game then it must be possible here" argument to BeamNG. As a softbody simulator it's fundamentally different than other games. The solution you proposed wouldn't be of high enough quality for dev standards too, they would rather implement proper collidable particles I think.
Sorry for digging up this old thread. This is a pretty lousy argument though. I'm myself a graphics programmer and game engine architect. The most annoying thing in the game right now to me is the lack of volume of invisibility for particles, more annoying than anything else, enough that I registered just to propose this improvement again. A most basic box volume of invisibility for particles is very straightfoward and easy to implement, and can be implemented almost entirely in the shaders. I'm quite upset that this gets rejected just because someone doesn't know what it is. If you just bring this up to whoever is responsible for the graphics, they will definitely know it has absolutely nothong to do with physics simulation, nor engine architecture. It is an improvement purely for the render engine, and can be done in less than a week if prioritized. It is not a priority I agree, but it should be a very easy task if weeks or months be given.
If i read that correctly, while your point still stands as totally justified, it just isnt one of the devs biggest priority atm. Give them time, they work their asses off for our enjoyment. Nitpicking isn't helping them or us in most cases. (Just to clarify, in some, they actually do but that's not my point)
I thought I expressed clearly that this is not priority and I'm okay with that. What I'm not okay with is what the other people on this thread were putting out, a.k.a they had no idea what it is, but was quick to dismiss it, and one of them is part of the team, although very clearly nowhere professional in terms of graphics programming. Also, this is not nitpicking. The relative simpleness of the solution compared with how immersion breaking the game is without it is quite disproportional. And I wrote my opinion from the point of view of a fellow game dev, I'm more appreciative of the amazing work they have already done, and had first hand experience on how difficult it was to make such progress. But it also comes from my experience that it is possible that the dev team may not always know what the players want and internal communication could occasionally exaggerate feature request from people relaying the problem simply not understanding the issue. I just wanted to make sure that does not happen.
What exactly do you mean by that? Are you essesentially (sorry for bad spelling) just calling agent_y dumb? im not sure it is up to you to decide if he's a proffesional or not. Although the dev team listens to their community it's their game and they do what they want with it. Also, saying they "dont know what players want" just because they didnt put this feature into the game sounds selfish from my pov. Apologies if you meant it in another way. Also, as a fellow "dev" yourself, how can we see your work?
as mentioned before, agent said that the developers wouldnt do something half assed since putting a colider mesh that disables it isnt pretty realistic and the devs want realism.
Please note that this post from AgentY is from him before he got hired. And, we do have plans on fixing this properly. Meaning a system that can be also properly used for GPU particles and all. But we have other problems that require our attention right now (i.e. the Asset System) and we simply did not get to this yet So, sorry for the problems - Please give us some more time and we'll fix it eventually
You are seriously misreading. It was pretty clear that I meant AgentY is not a graphics dev so he is not professional at computer graphics, is there anything ambiguous here that makes you assume a hostile stance? And by don't knowing what players want it just meant failire of communication occurs. As a game dev you would always want to hear from the players, but you will always be overwhelmed with requests, complaints etc. you would need people to relay, this is the point of failure. I would also guess that you dont have much experience with game dev, these are all ordinary things that is expected to happen, but you seem to find it offensive somewhat. Why would my work be relevent here? This is very inappropriate question to ask because I don't want to reveal my identity. All I can say is I have work in some RTS games, some RPG and some open world game and had years of experience with rendering architecture. I don't claim more than what I have, but no further details, sorry. Also it seems to me that you are taking my reply as offensive and is assuming such atitude, this is not constructive, please stop. --- Post updated --- This has nothing to do with a collider mesh because it has nothing to do with collision. If a collider mesh is implemented then it is not half assed at all, that would mean a collision system for the particles, which at the expense of performance would achieve SOTA realism. A simple box volume or mesh volume that makes it invisible however, isn't really unrealistic given that the devs happily implemented LOD (which sometimes works a little bit too aggressively). It should only be avoided if some other solution is already chosen. --- Post updated --- Thank you for your reply. Glad to know that a new particle system is on the way. Take as much time as appropriate. I understand it is indeed not a priority compared to other improvements in works. Again thank you, for the game is already amazing as it is.