Do what you did with the van attachment body. Almost nothing rips, instead some parts only detach. Having no tearing mechanic makes things like windshields indestructible other than cosmetics cracks. Also, I want to rip a car in half
Mesh can already tear. Look at my Cessna 172 for example. http://www.beamng.com/threads/5366-Cessna-172-Skyhawk-V2 Just change the beam strength.
As far as I know you can't split cars in the BeamNG engine. You would have to split polygons (triangles) and thats... kind of like splitting atoms. It's possible, but hard Greetz GCG
I agree with the OP. When a car goes under a solid structure for example, the roof should not end up in the trunk, the a pillars should rip and fold back. It would be great if this could be added! For sure. To date, the only game I have ever seen do this, was Carmageddon 2 I believe. Cars would litterally get cut in half when hidding a concrete barrier head on at high speed.
The panels themselves or even the frame should be able to tear. Pieces snap off, but they can't snap.
i think this used to happen in early development but they had to switch from Cry Engine to Torqe. In Cry engine you could split cars. now in torqe you cant. This is what i heard on other threads.
Considering the tech available at the time, C2 had the most realistic physics ever. And just in case your comment was supposed to be smartassery:
I've addressed this before - from a technical point of view it is either extremely difficult (we have to duplicate nodes and halve their masses when the structure splits, which would make everything explode), or we use the current system and make all the beams breakable - which would just cause massive chunks of the car to disappear or hang like bits of ribbon. There's not really a good way to do it yet. It has nothing to to do with CryEngine vs Torque3D - the engine choice has no impact on our physics; we are only using them for graphics.
As a programming noob I don't understand hardly anything of what makes video games work... They just do. LOL Do you happen to know how games such as Carmageddon 2 have accomplished this? Their cars would bend up pretty nice too, but when enough force was exerted onto them, they would split. And it wasn't like it was always along the same line or something, it seemed to be random. (But I haven't touched that game in may years... so who knows if my mind if effin with me.)
That BMW crashed at 200km/h or faster most likely. In 'normal' crashes cars don't rip apart. Except for very high speed crashes.
There is no need to discuss the feasibility of sheet metal and structural components in general tearing. It's only a question of whether or not it will make it into drive.
You do need a system for breaking the front windshields of cars, they only crack. It doesn't matter what you do to them, they'll even stretch. They are one of the strongest parts of a car in game for now which is just silly.
The window breaking is currently just material swapping when certain beams deform or break. We don't have anything in place for more sophisticated or dynamic glass damage. Also, real car windshields very rarely shatter completely - they are laminated, so they stay together as one piece.
I think the limitations of the current physics model become apparent when driving a vehicle under a solid object. The windshield will act as though it was made of chewing gum, not laminated glass and the a pillars will stretch beyond reason. Long story short, the existing model is great for compression, but leaves things to be desired in tension when going past yield of the simulated material. Not sure how that can be fixed... (Technically the same is true for simulating compression, but the visual effects will not make a difference for the game )
What I'm trying to say is that you need something in place, windshields don't stretch that much in real life, the lamination would tear first.
Well, if I enabled the tearing for the windshield right now, chunks of the roof and pillars would also disappear. That's why it's not enabled.