I don't think "Hard Body Physics" is the technical term, but what I mean is like, instead of Soft Body Physics (used for things that bend and are malleable like metal), will there be an implementation of "Hard Body Physics" for those things and materials that do not bend, such as glass and wood, etc. Would make windows shattering much more realistic, and be nice for like a wooden fence or something that broke realistically when you smash through it =P etc.
Do you mean ROR cars ?? if so why ? Crashing and seeing the body flex it the whole reason I bought this game , if I wanted a Ridged , i'd play ROR . just saying.
First of all, cars in RoR were soft-body too. And second, he's not talking about cars, he's talking about wood fences, glass, and other stuff that are not flexible to have rigid-body physics so they don't bend or stay still, they break and shatter.
Technically speaking, glass and wood do bend. But I know what you mean, destructible things are planned, and rigid body (static only?) objects are already in game, the map props(vegetation, boxes on grid, buildings) are all rigid body.
Theyre rigid meshes, but theyre only static props as you said. Hes talking about rigid props that are affected by collisions and physics.
it's probably doable to make many things flex and deform on the map but having that many things simulated would kill anybody's computer.
Still I'm not sure you fully understand? All that would need to be done for objects that 'shatter' like fence posts is determine the maximum amount of force required for the structure to fail in shear. When an impact occurs, the vehicle would deform around the fence-post until the load on the fence post has increased to the 'material shear' value, at which case the fence post shears into two or more pieces (that could be predefined by the fence-post model) which do not utilize the flex body mechanics. That would technically help minimize the number of flexible components in any session correct? The car would still be the only flexible component.
You'd think, but I've loaded the vehicle "barrier", which is supposed to be a solid object...and those are definitely using soft body physics because you can see they still wobble slightly when you hit them. Though it works really for the barrels, because the barrels actually dent and deform where the car hits them, which is awesome.
Yeah, the barrels work just like they would in real life and are awesome to crash into. Well I know they likely have a pile of other stuff to sort out so, maybe it'll show up on a 'feature request' sheet in the future?
I don't see it that way. You can already have several cars at once without crushing everybody's computers. And if they make the code efficient I don't think that objects in the background would take up that much resourses. And the CPU would take the biggest hit in this game (physics engine). Yeah, I realise that not everybody have the best computer. But an option to disable surrounding simulation could fix this while others could enjoy the better gameplay. Realistically destructable wood and glass would be very cool (and of course other materials like plastic, fabrics(!) etc.).