Hard Body Physics?

Discussion in 'Ideas and Suggestions' started by Shivaxi, Aug 31, 2013.

  1. Shivaxi

    Shivaxi
    Expand Collapse

    Joined:
    Dec 18, 2012
    Messages:
    85
    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.
     
  2. 0xsergy

    0xsergy
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    289
    Stuff like this can be easily represented using NB so no separate system is needed. :)
     
  3. eletricmano

    eletricmano
    Expand Collapse

    Joined:
    Mar 30, 2013
    Messages:
    408
    You mean rigid-body physics.
     
  4. Shivaxi

    Shivaxi
    Expand Collapse

    Joined:
    Dec 18, 2012
    Messages:
    85
    Yeah, that's what i meant xD
     
  5. eletricmano

    eletricmano
    Expand Collapse

    Joined:
    Mar 30, 2013
    Messages:
    408
    When I was new to BeamNG I originally suggested it, dunno if it will be implemented.
     
  6. CrownVicFan

    CrownVicFan
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    28
    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.
     
  7. eletricmano

    eletricmano
    Expand Collapse

    Joined:
    Mar 30, 2013
    Messages:
    408
    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.
     
  8. CrownVicFan

    CrownVicFan
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    28
    Sorry my bad .
     
  9. eletricmano

    eletricmano
    Expand Collapse

    Joined:
    Mar 30, 2013
    Messages:
    408
    No problem.
     
  10. Kamil_

    Kamil_
    Expand Collapse

    Joined:
    Mar 17, 2013
    Messages:
    691
    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.
     
  11. Bob4life10

    Bob4life10
    Expand Collapse

    Joined:
    Sep 7, 2013
    Messages:
    10
    Theyre rigid meshes, but theyre only static props as you said. Hes talking about rigid props that are affected by collisions and physics.
     
  12. Ckykyro

    Ckykyro
    Expand Collapse

    Joined:
    Aug 3, 2013
    Messages:
    101
    Mmmm... brick walls...
     
  13. moosedks

    moosedks
    Expand Collapse

    Joined:
    Nov 4, 2012
    Messages:
    1,113
    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.
     
  14. tuningfreak1

    tuningfreak1
    Expand Collapse

    Joined:
    Sep 5, 2012
    Messages:
    230
    all of that is possible to code but 1.very fps intensive and 2. a LOT of work to programm and code
     
  15. boshimi336

    boshimi336
    Expand Collapse

    Joined:
    Aug 12, 2013
    Messages:
    90
    Still I'm not sure you fully understand? :confused:

    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.
     
  16. Shivaxi

    Shivaxi
    Expand Collapse

    Joined:
    Dec 18, 2012
    Messages:
    85

    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.
     
  17. boshimi336

    boshimi336
    Expand Collapse

    Joined:
    Aug 12, 2013
    Messages:
    90
    Yeah, the barrels work just like they would in real life and are awesome to crash into. :cool:


    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?
     
  18. Stian Aarskaug

    Stian Aarskaug
    Expand Collapse

    Joined:
    Sep 16, 2013
    Messages:
    172
    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.).
     
  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