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Deformable Terrain

Discussion in 'General Discussion' started by BravoNovemberZulu, Jun 8, 2024.

  1. BravoNovemberZulu

    BravoNovemberZulu
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    Look, I know it is a big ask which may be WAY more difficult than I can imagine. But the power and popularity of BeamNG as an off-road sim basically DEMANDS this as something to that WILL happen eventually.

    Hey devs, it doesn’t have to be perfect, just as good as “Mudrunner” will be fine. I’d rather see deformable terrain that is fairly simplified, not persistent if you drive far away from it, etc SOON, than *perfectly* modeled mud ten years from now.
     
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  2. HighVoltage_Guy

    HighVoltage_Guy
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    Imagine if the devs adapted the jbeam(nodes, beams, triangles) system to the terrain and environment. I'm not really sure but um...
    Yeah I'm absolutely sure this move wouldn't be a good one since this system is expensive to run.
    I mean, a single vehicle runs on a CPU core.
    Each ai traffic car is running on its own CPU core (or at least should).
    Now if you add lots of trees and houses and terrain this way...
     
  3. BravoNovemberZulu

    BravoNovemberZulu
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    That would be the way NOT to do it. That’s why I specifically sighted an old game that runs in consoles as an example of it having been done already.
     
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  4. Obnoxious

    Obnoxious
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    if they were to do it, id assume the deformable area would just be around every car, and if terrain outside of a certain radius of the vehicle, it would be frozen. i bet they could make the ground under the car that is being deformed to be part of the car, running on the same cpu core as the car. but im not a computer science guy, im a bush mechanic
     
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  5. BravoNovemberZulu

    BravoNovemberZulu
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    So if someone explains to me why it’s impossible for BeamNG to copy what Mudrunner and Snowrunner have paragraphs done *without* those games requiring super duper computers I’ll withdraw the request, otherwise I’ll say it seems like something easier to implement than tyre wear, and arguably more important given how has BeamNG leans into off-roading.


    --- Post updated ---
    It also isn’t mandatory for deformable to be workable with traffic cars multiplayer. Nice, but it would improve the game a lot even if it only really worked for solo missions.
     
  6. Obnoxious

    Obnoxious
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    becasue the devs are working on so many different thing at once right now, they cant afford to put manpower into making deformable terrain
     
  7. BravoNovemberZulu

    BravoNovemberZulu
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    I mean they could…. It’s all choices. There’s been some things in the lady few updates I’d trade for mud that you have to moderate your throttle to avoid digging into, etc. Like better hydraulic simulation of my dump truck bed is great and alol, but better off-road would be more useful. And it would crown BeamNG as the *undisputed* king of off-road.
     
  8. rob_01

    rob_01
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    would make crashes better, instead of sliding/rolling constantly down banks. deformable terrain would make it more realistic if car dug into terrain and not rag dolled. but as above devs working on so many other things and this is proably not a priority
     
  9. Murokmakto

    Murokmakto
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    I agree to all of the above. Just a copy of the Spin Tires mechanic would be totally fine.
     
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  10. HighVoltage_Guy

    HighVoltage_Guy
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    But they would also need to adapt it to the nodes and beams system, cause those games do use Rigid Bodies generally.
    So it would complicate things more than we think.
     
    • Agree Agree x 1
  11. Brother_Dave

    Brother_Dave
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    Search the forums, been discussed before. T3D, which is the game engine BeamNG has developed from, has/had a weapon add-on/mod that deforms terrain by using the World Editors terrain tool mapped to the player. Should be possible to do the very same thing in BeamNG, or even adapt that.
     
    • Agree Agree x 3
  12. Pr9tkin

    Pr9tkin
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