Destructible terrain

Discussion in 'Ideas and Suggestions' started by Mako311, May 27, 2020.

  1. Mako311

    Mako311
    Expand Collapse

    Joined:
    May 8, 2020
    Messages:
    4
    It would be cool if you were not going 100mph and being stopped dead in your tracks by a bush. I think a good project to work in is a destructible map for example if you hit a tree it will take damage and so would your car I know many people who would think It would be a cool addition to the game
     
  2. kwai38

    kwai38
    Expand Collapse

    Joined:
    Oct 28, 2017
    Messages:
    644
    I mean, I don't want my PC melting from all the tree props and terrain calculations tho...
     
    • Agree Agree x 8
  3. P_enta

    P_enta
    Expand Collapse

    Joined:
    Jan 11, 2020
    Messages:
    3,029
    As long as you have a high enough PC I hope this will become a thing. if so il totally sign up to be a beta tester! I can totally handle it!
     
    • Agree Agree x 4
  4. Dr. Death

    Dr. Death
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    1,962
    The issue is that there's no halfway between static object and jbeam. The map with the destructible bridge is technically a map with a preset vehicle object, the bridge. Until the devs find out how to find a compromise, everything in the map is a single static object.
     
  5. Elvisnake

    Elvisnake
    Expand Collapse

    Joined:
    Aug 6, 2013
    Messages:
    206

    Agree with that, and beam structure isn't user friendly.
    The fact is torque 3D should support destructives objects in kind of way physiX, but without plugin, like in the demo presented 10 years ago. => see here the official documentation




    Games like flatout, driver 3 had this feature in 2004: immersive and economic in ressource.
     
    • Like Like x 2
  6. Brother_Dave

    Brother_Dave
    Expand Collapse

    Joined:
    Aug 16, 2012
    Messages:
    1,662
    Yeah, been wanting for ages and i cant remember why its not, Things like posts, lightpoles, traffic lights etc would be awesome to have destructible (without the ultra realistic BeamNG factor). Also someone coded a terrain deformation thing (i posted a link to a bunch of resources availabe a few weeks ago) for Torque3D, i think i saw vid of a weapon creating a crater. Different stuff (example Particle Emitters for exhaust smoke) can be fixed to a players model and i was thinking if implementing a terrain deformer and fixing it to the wheels would replicate say SpinTires way of deforming the terrain in that game. Im not longing for that specific thing but it got me thinking. That though is also effected by terrain resolution so to look good it would need to use highresolution terrain/small terrain size. But in the resource link i posted theres also terrain patching which means you can hook up terrains together for larger terrians/maps, not sure if possible in Beamng due to their massive work and so on but its there.

    EDIT:

    Reading through the documentation sounds like its possible to do it now, unless the Beamng devs has removed any of the components from the original code.
     
  7. Elvisnake

    Elvisnake
    Expand Collapse

    Joined:
    Aug 6, 2013
    Messages:
    206
    Then we have to test
     
    • Agree Agree x 2
  8. ManfredE3

    ManfredE3
    Expand Collapse

    Joined:
    Jan 9, 2016
    Messages:
    2,273
    If you want to see how that would perform in the game as is, load in a ton of sign/gate props...

    As for the plug in, they've modified the engine so much that I wouldn't bet on any plugins working as intended, if at all.
     
    • Agree Agree x 1
  9. Brother_Dave

    Brother_Dave
    Expand Collapse

    Joined:
    Aug 16, 2012
    Messages:
    1,662
    Youre talking about props, which are made of jbeams, not what is talked about here but instead the reason we talk about this.

    About the game engine, ive used alot of stuff, old and new, from T3D, mostly graphic stuff such as shaders and so on, with minor changes so one thing ive learned is that atleast in some parts theyre very much interchangeable.
     
    • Agree Agree x 1
  10. EvanTheNerd 1

    EvanTheNerd 1
    Expand Collapse

    Joined:
    Oct 6, 2017
    Messages:
    4
    I can as well and would love to be a beta tester!
     
    • Agree Agree x 2
  11. Dr. Death

    Dr. Death
    Expand Collapse

    Joined:
    May 12, 2016
    Messages:
    1,962
    You cant have destructible terrain that wouldn't be props. Every game with destructible terrain loads the objects as different from the map, and that's exactly the same as if you turned off vehicle collition physics then spawned a bunch of simple props.
     
    • Agree Agree x 1
  12. P_enta

    P_enta
    Expand Collapse

    Joined:
    Jan 11, 2020
    Messages:
    3,029
    what if you just give the terrain softbody physics. Just tuned to be more stiff.

    Just have only terrain in a certain distance of you have softbody physics enabled. Lets say only the terrain within 10 feet of the player is active.
     
    • Like Like x 1
  13. Littleturdlet

    Littleturdlet
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    239
    It's difficult to make rigid bodies interact with soft bodies.
     
  14. Elvisnake

    Elvisnake
    Expand Collapse

    Joined:
    Aug 6, 2013
    Messages:
    206
    Tell me why? If I remember well what I have read from dev somewhere, the only problem is the collision gestion of moving static object, because optimisation structure used by torque3d. If Wreckfest did it I don t see why Beamng couldn't.
     
  15. ManfredE3

    ManfredE3
    Expand Collapse

    Joined:
    Jan 9, 2016
    Messages:
    2,273
    As in what Pavel Zagrebelny did with his games? All three of his games run on Havok/Proprietary software derived from Havok; they were designed from the ground up with that in mind. I imagine it is technically possible in Beam but a performance nightmare. I imagine the idea of "only having soft body physics in radius = x" would have similar issues as turning vehicle collisions on/off and/or map tile loading: The loading would be all or nothing.
     
  16. P_enta

    P_enta
    Expand Collapse

    Joined:
    Jan 11, 2020
    Messages:
    3,029
    Reserve it as a feature for players with high end pcs only.
     
  17. ManfredE3

    ManfredE3
    Expand Collapse

    Joined:
    Jan 9, 2016
    Messages:
    2,273
    I'm not even sure any modern hardware could reaosnable do that, we are talking about a vehicle with a size measured in km^2 here... Especially once you add in gameplay elements like traffic. Even if it could be, the cost/benefit of adding a feature that only $700 CPUs could handle just isn't there.
     
  18. Phym

    Phym
    Expand Collapse

    Joined:
    Jan 1, 2020
    Messages:
    1,395
    Just saying, I totally support this idea(even though my PC will want to yeet that bush at me, or just bluescreen:/) but I find going 100mph and being stopped by a bush is really unrealistic, 100 mph into a bush would smoosh the bush, not stop the car.
    I'd say something like in FH4 where you can destroy walls and bushes, but go back to being intact once you get far enough.

    Although it would be cool. You'd need some good hardware to do this, and people playing on PC's just over the minimum specs would have a very hard time playing the game.
     
  19. P_enta

    P_enta
    Expand Collapse

    Joined:
    Jan 11, 2020
    Messages:
    3,029
    Well, they somehow figured out how to fully simulate an environment and vehicle soft body physics at 2000 frames per second in 2013 so I think they eventually would figure it out.
     
    • Agree Agree x 2
  20. Occam's Razer

    Occam's Razer
    Expand Collapse

    Joined:
    Aug 7, 2013
    Messages:
    1,152
    I was gonna try to quote posts, but there were just too many quotes to bother.

    Short version: BeamNG won't support this. It's too demanding to simulate that many jbeams constantly, and that's the only way you'll get easy interaction with BeamNG vehicles. The "people with powerful PCs" would need 250+ core CPUs to simulate jbeamed versions of every bush in, say, ECU*. Rigid body physics could potentially be added to the game engine, but to allow BeamNG cars to interact with them, they'd also need to be simulated at 2000 calculations per second, by which point they would barely be an optimization.

    And even if despite all that it might be technically possible, it still isn't BeamNG's top priority.

    *I just checked, ECU has 25,420 bushes. Prooobably not within realistic hardware specifications.
     
    #20 Occam's Razer, May 28, 2020
    Last edited: May 28, 2020
    • Agree Agree x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice